Super Smash Bros. 4

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{{Infobox Character
{{Infobox Character
|name = Robin
|name = Robin
|image = {{tabber|title1=Male|tab1=[[File:Robin_Male_SSB4.png|x250px]]|title2=Female|tab2=[[File:Robin_Female_SSB4.png|x250px]]|title3=Both|tab3=[[File:Robin_SSB4.png|x250px]]}}
|image = {{tabber|title1=Male|content1=[[File:Robin_Male_SSB4.png|x250px]]|title2=Female|content2=[[File:Robin_Female_SSB4.png|x250px]]|title3=Both|content3=[[File:Robin_SSB4.png|x250px]]}}
|universe = {{uv|Fire Emblem}}
|universe = {{uv|Fire Emblem}}
|game = SSB4
|game = SSB4
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|ranking = 36-37
|ranking = 36-37
}}
}}
<!--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.-->


:{{cquote|Robin Brings the Thunder!|cite=Introduction Tagline}}
:{{cquote|''Robin Brings the Thunder!''|cite=Introduction Tagline}}
'''Robin''' ({{ja|ルフレ|Rufure}}, ''Reflet'') is a playable newcomer in ''[[Super Smash Bros. 4]]''. He was confirmed during a live stream, alongside {{SSB4|Captain Falcon}} and {{SSB4|Lucina}}, on the official ''Super Smash Bros.'' website on July 14th, 2014. Like in Robin's home game ''{{s|fireemblemwiki|Fire Emblem Awakening}}'', players can select either male and female versions of the character, similarly to {{SSB4|Wii Fit Trainer}}, {{SSB4|Villager}}, and {{SSB4|Corrin}}.
'''Robin''' ({{ja|ルフレ|Rufure}}, ''Reflet'') is a playable newcomer in ''[[Super Smash Bros. 4]]''. He was confirmed during a live stream, alongside {{SSB4|Captain Falcon}} and {{SSB4|Lucina}}, on the official ''Super Smash Bros.'' website on July 14th, 2014. Like in Robin's home game ''{{s|fireemblemwiki|Fire Emblem Awakening}}'', players can select either male and female versions of the character, similarly to {{SSB4|Wii Fit Trainer}}, {{SSB4|Villager}}, and {{SSB4|Corrin}}.


In the English version, David Vincent, who is male Robin's first voice option in ''Awakening'', reprises his role, while Lauren Landa voices female Robin in place of Michelle Ruff from ''Awakening''. In the Japanese version, both Yoshimasa Hosoya and Miyuki Sawashiro reprise their roles as the voice actors for  male Robin and female Robin, respectively.
In the English version, David Vincent, who is male Robin's first voice option in ''Awakening'', reprises his role, while Lauren Landa voices female Robin in place of Michelle Ruff from ''Awakening''. In the Japanese version, both Yoshimasa Hosoya and Miyuki Sawashiro reprise their roles as the voice actors for  male Robin and female Robin, respectively.


Robin is ranked 36th/37th out of 54 on the [[tier list]], placing him in D tier and tied with {{SSB4|Samus}}. Robin's greatest strength is his zoning game; his tomes give him an array of useful spells and projectiles. {{b|Thunder|Robin}} is a versatile projectile due to having varying effects at each level of charge, [[Arcfire]] is a strong tool for traps and combo initiation, [[Elwind]] provides a highly damaging neutral infinite and is capable of [[edgeguarding]] due to being a strong [[meteor smash]] at point blank range, and [[Nosferatu]] is a self-healing [[grab]] that is very hard to escape when the opponent has a high percentage.
Robin is ranked 36th/37th out of 54 on the [[tier list]], placing him in D tier and tied with {{SSB4|Samus}}. Robin's greatest strength is his zoning game; his tomes give him an array of useful spells and projectiles. {{b|Thunder|Robin}} is a versatile projectile due to having varying effects at each level of charge, [[Arcfire]] is a strong tool for traps and combo initiation, [[Elwind]] provides a highly damaging neutral infinite and is capable of [[edgeguarding]] due to being a strong [[meteor smash]] at point blank range, and [[Nosferatu]] is a self-healing [[grab]] that is very hard to escape when the opponent has a high percentage. In addition, Robin's [[List of swords#Levin Sword|Levin Sword]] is an excellent weapon, courtesy of its great KO potential, which also extends to his aerial attacks, which, when used with the Levin Sword, have fearsome KO potential. The Bronze Sword is not to be disregarded either: while it is immensely weak and has unimpressive range, it is always available to Robin and can easily combo. Finally, Robin's unique durability mechanic can also be used to his advantage, as his depleted tomes and broken Levin Swords are surprisingly strong, which makes them unorthodox KO options.
 
Robin's [[List of swords#Levin Sword|Levin Sword]] is an excellent weapon, courtesy of its great KO potential, which also extends to his aerial attacks, which, when used with the Levin Sword, have fearsome KO potential. The Bronze Sword is not to be disregarded either; while it is immensely weak and has unimpressive range, it is always available to Robin and can easily combo. Robin's unique durability mechanic can also be used to his advantage; his depleted tomes and broken Levin Swords are surprisingly strong, which makes them unorthodox KO options.
 
However, Robin has numerous weaknesses. His overall mobility is arguably the worst in the game, due to his dashing speed being the slowest in the game, and his air speed being average. Robin also has a very poor defensive game, as several moves are slow in regard to startup lag and even more so in ending lag. Robin's range is also startlingly lacking, as while the Levin and Bronze Swords provide disjointed range, they have very short reach. This not only forces Robin to trade blows frequently, but it also makes him glaringly susceptible to combos. Due to this, Robin has a severe lack of oppressive options in his moveset.


Robin's durability mechanic can massively turn against him, as the loss of any tomes puts Robin in a lot of trouble; losing Thunder leaves him unable to zone, losing Arcfire prevents him from starting combos, losing Elwind makes it very hard to recover, and losing Nosferatu prevents Robin from healing and forces the use of his poor grab.
However, Robin has numerous weaknesses. His overall mobility is arguably the worst in the game, due to his dashing speed being the slowest in the game, and his air speed being average. Robin also has a very poor defensive game, as several moves are slow in regard to startup lag and even more so in ending lag. Robin's range is also startlingly lacking, as while the Levin and Bronze Swords provide disjointed range, they have very short reach. This not only forces Robin to trade blows frequently, but it also makes him glaringly susceptible to combos. Due to this, Robin has a severe lack of oppressive options in his moveset. Finally, Robin's durability mechanic can massively turn against him, as the loss of any tomes puts Robin in a lot of trouble: losing Thunder leaves him unable to zone, losing Arcfire prevents him from starting combos, losing Elwind makes it very hard to recover, and losing Nosferatu prevents Robin from healing and forces the use of his poor grab.


As a result, Robin requires players to play with extreme precision, as to avoid wasting any uses of his weapons, as well as know how to play around the opponent when any weapons are broken. While Robin has previously seen use in numerous tournaments, primarily due to {{Sm|Nairo}} and {{Sm|Salem}} formerly maining him after the game's release, Robin's high learning curve and technical playstyle has given him limited tournament presence in the years following ''Smash 4's'' release. Nevertheless, other dedicated mains, such as {{Sm|Dath}} and {{Sm|Mr.II}}, have scored victories over top-level players such as {{Sm|Larry Lurr}} and Nairo, respectively.
As a result, Robin requires players to play with extreme precision in order to avoid wasting any uses of his weapons, as well as know how to play around the opponent when any weapons are broken. Robin's high learning curve and technical playstyle has given him limited tournament presence in the years following ''Smash 4''{{'}}s release. Nevertheless, several dedicated mains, such as {{Sm|Dath}} and {{Sm|Mr.II}}, have been able to perform well with the character at a national level.


==Attributes==
==Attributes==
Robin is a tall, middleweight character who has very appalling mobility. Robin’s dashing speed is the slowest in the game, and his walking speed is the twelfth slowest in the game. 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 is a tall [[weight|middleweight]] character who has very appalling mobility. Robin’s [[dash]]ing speed is the slowest in the game, and his [[walk]]ing speed is the twelfth slowest in the game. Outside of these attributes, Robin's other traits are archetypical 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 opponents 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 [[fireemblemwiki:Thunder (tome)|Thunder]] 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.
Robin's tomes provide a myriad of spacing, pressuring, and additional damaging capabilities. Both the [[fireemblemwiki:Thunder (tome)|Thunder]] 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.
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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, while down throw is a reliable combo starter.
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, while down throw is a reliable combo starter.


However, as previously stated, Robin suffers from numerous weaknesses. The most notable includes his mobility, being the slowest in the game. He lacks defensive options and has trouble brushing off opponents, especially those who are directly beneath, making him susceptible to rush-downs and juggles. Robin’s tilts generally have short range, making it difficult for him to fight at mid-range outside of the use of tomes. Many moves, specifically his smash attacks and special attacks, have significant ending lag, which leaves him wide open for punishment proceeding their execution. Elwind leaves him vulnerable and interceptable after use, and when not properly managed or kept track of, can run out at critical times. Lastly, Robin's durability mechanic limits offensive options when either the Levin Sword or tomes are exhausted.
However, Robin suffers from numerous weaknesses. The most notable includes his aforementioned mobility, being the overall slowest in the game courtesy of possessing the slowest [[dash]]ing speed in the game and average [[air speed]] at best. Altogether, Robin is especially vulnerable to speed demons, such as {{SSB4|Sonic}} and {{SSB4|Captain Falcon}}. He lacks defensive options and has trouble brushing off opponents, especially those who are directly beneath, making him susceptible to rushdowns and juggles. Robin’s tilts generally have short range, making it difficult for him to fight at mid-range outside of the usage of tomes. Several of Robin's moves, specifically his [[smash attack]]s and [[special move]]s, have significant ending lag, which leaves Robin wide open for punishment proceeding his execution. His [[forward smash]], though extremely strong, has extremely limited range, occasionally and completely missing fighters when said fighters crouch, and is also extremely laggy. His [[down smash]] is a strong move with a great range, however, the range has limited success as the farthest portion of the range is also one of the weakest parts. Finally, his [[up smash]] is a strong move with considerably less ending lag 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 directly next to him. Elwind leaves him vulnerable and interceptable after usage, and when not properly managed or retaining track of, can run out at critical times.
 
Lastly, Robin's durability mechanic can drastically weaken Robin's offensive game once either the Levin Sword or tomes are exhausted. Losing the Levin Sword gives him almost nonexistent KO 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 sacrifices 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.  


Robin benefits little from [[Character customization|custom moves]], with the only notable options being the Thunder variants. Thunder+ has highly increased power across all charges, the projectiles have more range, and both Elthunder and Arcthunder use up a very slightly smaller amount of durability. However, it charges slower, and has only half the durability of the original, with Thoron immediately exhausting the tome regardless of how much durability is left. Speed Thunder is, unsurprisingly, faster across all charges, regarding both the projectiles' speed and charging, but the projectiles have less range and noticeably less power. Robin's remaining custom moves have very situational advantages, to the point that they usually fail to compensate for their disadvantages.
Robin only benefits marginally from [[Character customization|custom moves]], with the only notable options being Thunder's variants. Thunder+ has highly increased power across all charges, the projectiles have more range, and both Elthunder and Arcthunder use up a very slightly smaller amount of durability. However, it charges slower, and has only half the durability of the original, with Thoron immediately exhausting the tome regardless of how much durability is left. Speed Thunder is, unsurprisingly, faster across all charges, regarding both the projectiles' speed and charging, but the projectiles have less range and noticeably less power. Robin's remaining custom moves have extremely situational advantages, to the point that they typically fail to compensate for their disadvantages.


Overall, Robin is a tactically-based character with varied spacing, damage-accumulating and KO options that must be used wisely. At the same time, his lack of mobile and defensive options leaves him vulnerable to pressure and combos. With this, Robin players must keep track of their weapons' durability, intelligently respond to their opponents, and take precise offensive action for success.
Overall, Robin is a tactically-based character with varied spacing, damage-accumulating and KO options that must have wise usage. Simultaneously, his lack of mobile and defensive options leaves him vulnerable to pressure and combos. With this, Robin players must maintain track of their weapons' durability, intelligently respond to their opponents, and take precise offensive action for success.


==Update history==
==Update history==
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|neutralcount=3
|neutralcount=3
|neutralinf=y
|neutralinf=y
|neutralname=&nbsp;
|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}})
|neutral1dmg=3%
|neutral1dmg=3%
|neutral2dmg=3%
|neutral2dmg=3%
Line 88: Line 85:
|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=&nbsp;
|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. 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=&nbsp;
|utiltname=Upper Swing ({{ja|アッパースイング|Appā Suingu}})
|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=&nbsp;
|dtiltname=Leg Cutter ({{ja|レッグカッター|Reggu Kattā}})
|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=&nbsp;
|dashname=Short Stab ({{ja|ショートスタッブ|Shōto Stabbu}})
|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=&nbsp;
|fsmashname=Neck Striker ({{ja|ネックストライカー|Nekku Sutoraikā}})
|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=&nbsp;
|usmashname=Rising Thrust ({{ja|ライジングスラスト|Raijing Surasuto}})
|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=&nbsp;
|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}})
|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=&nbsp;
|nairname=Double Chop ({{ja|ダブルチョップ|Daburu Choppu}})
|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=&nbsp;
|fairname=Air Upper Swing ({{ja|エアアッパースイング|Ea Appā Suingu}})
|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=&nbsp;
|bairname=Backhand Slash  ({{ja|バックハンドスラッシュ|Bakkuhando Surasshu}})
|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=&nbsp;
|uairname=Arc Slash ({{ja|アークスラッシュ|Āku Surasshu}})
|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=&nbsp;
|grabname=Grab ({{ja|つかみ|Tsukami}})
|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=&nbsp;
|pummelname=Grab Force Attack ({{ja|つかみフォースアタック|Tsukami Fōsu Atakku}})
|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=&nbsp;
|fthrowname=Force Kinesis ({{ja|フォースキネシス|Fōsu Kineshisu}})
|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=&nbsp;
|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, 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=&nbsp;
|uthrowname=Launch Kinesis ({{ja|ローンチキネシス|Rōnchi Kineshisu}})
|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=&nbsp;
|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. 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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==In [[competitive play]]==
==In [[competitive play]]==
===Tier placement and history===
Opinions on Robin's viability have fluctuated during ''SSB4''{{'}}s metagame. At first, he was considered a high-tier character due to strong projectiles and keep away games, as well as high KO power thanks to the Levin Sword and back throw's immense power. Even so, a small number of players argued against him that his mobility was too slow for him to accomplish a lot, combined with poor grab game, weak projectiles that took too long to charge and could be cancelled out by pretty much any other projectile, mediocre recovery, and having a limit to how many times he could use many moves before becoming virtually helpless, Robin was considered a low-tier character, and many smashers would slowly start to drop him in favor of another character (such as {{Sm|Xzax}} with {{SSB4|Mario}} and {{Sm|Nairo}} with {{SSB4|Zero Suit Samus}}). Eventually, the latter opinion would slowly start to become more prominent, until game updates notably buffed Robin over the course (particularly 1.1.0 and 1.1.1, which granted Robin better shield pressure and a combo throw). This, combined with slow improvements to his metagame, and decent results from a small number of dedicated smashers such as {{Sm|Dath}}, {{Sm|Jerm}} and {{Sm|Mr.II}}, opinions on Robin would improve slowly, and they would eventually break with the consensus of being a low-tier character after a player managed to take a game from ZeRo's Sheik (the best ''SSB4'' player in the world using who was considered to be the best character in the game) in a tournament using Robin, being ranked at 31st on the first ''4BR'' [[tier list]], assessing him as a mid-tier character.
Despite Robin’s results remaining below average, as well as the introduction of {{SSB4|Corrin}} and {{SSB4|Bayonetta}}, Dath would place 3rd at [[Shine 2016]], which was notable enough for Robin to maintain his ranking of 31st on the second tier list. Even so, Robin has lately seen worse results, and was thus ranked 34th on the third tier list, and his lack of a relatively large playerbase in comparison to other mid-tier characters, such as {{SSB4|Bowser}}, has significantly deterred him from rising any further on the tier list, rather dropping to 36th/37th on the fourth and final tier list, sharing the spot with Samus.
===[[Official Custom Moveset Project]]===
===[[Official Custom Moveset Project]]===
{{OfficialCustomMoves
{{OfficialCustomMoves
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''See also: [[:Category:Robin players (SSB4)]]''
''See also: [[:Category:Robin players (SSB4)]]''


*{{Sm|Dath|USA}} - One of the best Robin players in the world. Placed 3rd at {{Trn|Shine 2016}}, 4th at {{Trn|Glitch}}, 9th at {{Trn|Frame Perfect Series 2}}, 17th at {{Trn|CEO 2016}}, and 25th at {{Trn|EVO 2016}} with wins over players such as {{Sm|Larry Lurr}}, {{Sm|Marss}}, and {{Sm|ANTi}}. Formerly ranked 32nd on the [[ Panda Global Rankings v2]].
*{{Sm|Dath|USA}} - The best Robin player of all-time, best known for placing 3rd at {{Trn|Shine 2016}} defeating {{Sm|Larry Lurr}}, {{Sm|Marss}}, and {{Sm|6WX}}, which marks the best tournament run for a Robin player. He also has several of Robin's best major performances, having placed 9th at {{Trn|Frame Perfect Series 2}}, 17th at {{Trn|CEO 2016}} defeating {{Sm|Nietono}}, and 25th at {{Trn|EVO 2016}} defeating {{Sm|ANTi}}. He was ranked 32nd on the [[PGR v2]], the only Robin player ever ranked on a global ranking.
*{{Sm|Jerm|USA}} - Placed 9th at {{Trn|Aftershock 2016}}, 13th at {{Trn|Clutch City Clash 2}}, 25th at {{Trn|DreamHack Austin 2017}}, and 33rd at {{Trn|GENESIS 3}} with wins over players such as {{Sm|Samsora}}, {{Sm|Javi}}, and {{Sm|Megafox}}.
*{{Sm|Ke-ya|Japan}} - The best Robin player in Japan, co-maining the character alongside {{SSB4|Corrin}} and using both characters to defeat {{Sm|Ranai}} at {{Trn|Karisuma 11}}, placing 5th; and {{Sm|NAKAT}} at {{Trn|Umebura 25}}, placing 9th. As a solo-main, he also notably defeated {{Sm|Larry Lurr}} at {{Trn|Super Smash Con 2017}} to place 33rd.
*{{Sm|Ke-ya|Japan}} - Co-mains Robin alongside {{SSB4|Corrin}} and is considered one of the best Robin players in the world. Placed 9th at {{Trn|Umebura 25}}, 17th at {{Trn|Sumabato Tokaigi Qualifier 1}}, and 33rd at both {{Trn|Super Smash Con 2017}} and {{Trn|Umebura 32}} with wins over players such as {{Sm|Larry Lurr}}, {{Sm|Ranai}}, and {{Sm|NAKAT}}. Currently ranked 74th on the [[JAPAN Power Rankings]].
*{{Sm|Mr.II|Japan}} - Although he rarely attends events, he is best known for defeating {{Sm|Nairo}} to place 33rd at {{Trn|Pound 2016}}, marking not only one of the greatest upsets in ''Smash 4'' but also the best win for a Robin player. His remaining results remained mixed outside of Pound, and he eventually went on hiatus due to personal issues.
*{{Sm|Skorpio|USA}} - Placed 2nd at {{Trn|Nexus}}, 3rd at {{Trn|Midwest Mayhem 7: Mexico Invasion}}, 7th at {{Trn|Midwest Mayhem 10}}, and 9th at {{Trn|Midwest Mayhem 11}} with wins over players such as {{Sm|tyroy}}, {{Sm|Javi}}, and {{Sm|Tyrant}}.
*{{Sm|Skorpio|USA}} - The second-best Robin player in North America who regularly places highly at Midwest events, especially {{Trn|Midwest Mayhem|series}}. He is best known for placing 2nd at {{Trn|Nexus}}, defeating {{Sm|tyroy}} along the way, as well as placing 3rd at {{Trn|Midwest Mayhem 7: Mexico Invasion}}, where he placed 3rd after defeating tyroy yet again alongside {{Sm|Javi}}.
 
===Tier placement and history===
Opinions on Robin's viability have fluctuated throughout ''SSB4''{{'}}s metagame. At first, he was considered a high-tier character due to strong projectiles and keep away games, as well as high KO power thanks to the Levin Sword and back throw's immense power. Even so, a small number of players argued against him, pointing to his slow mobility, poor grab game, weak projectiles that took too long to charge and could be cancelled out by pretty much any other projectile, mediocre recovery, and limit to how many times he could use many moves before becoming virtually helpless as reasons why Robin was a low tier instead. The latter opinion became more prominent as time went on, leading to many of his early players, including {{Sm|Xzax}} and {{Sm|Nairo}}, to drop him for better characters. Fortunately, game updates gave Robin several buffs, particularly 1.1.0 and 1.1.1, which granted Robin better shield pressure and a combo throw. This, combined with slow improvements to his metagame and a notable performances from players such as {{Sm|Dath}} and {{Sm|Mr.II}}, eventually shifted opinions on Robin in a more positive direction. As such, he was ranked at 31st on the first ''4BR'' [[tier list]] as a mid-tier character.


==[[List of Super Smash Bros. 4 character trailers#Robin and Lucina|Reveal trailer]]==
Thanks to a string of strong performances throughout the rest of 2016, highlighted by Dath's run to 3rd at {{Trn|Shine 2016}} and {{Sm|Mr.II}}'s upset over {{Sm|Nairo}} at {{Trn|Pound 2016}}, Robin remained at 31st on the second tier list. However, his results would began declining after that, as his best players became less consistent or attended less events. With his playerbase remaining below-average, especially compared to other mid-tier characters, he had since slid down on subsequent tier list, ranking 34th on the third list and 36th/37th on the fourth and final tier list, tying with {{SSB4|Samus}}.
{{#widget:YouTube|id=N9ytrX0wweA}}


==[[Trophies]]==
==[[Trophies]]==
Robin's default trophy is obtained by clearing Classic Mode as Robin. Their alternate trophy is obtained by clearing All-Star Mode as Robin in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version. The Pair Up trophy is obtained only in the Wii U version by clearing All-Star Mode as Robin.
{{Trophy/Fighter
{{Trophy/Fighter
|name=Robin
|name=Robin
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|{{Head|Robin|g=SSB4|s=50px|cl=Pink}}
|{{Head|Robin|g=SSB4|s=50px|cl=Pink}}
|}
|}
==[[List of Super Smash Bros. 4 character trailers#Lucina and Robin|Reveal trailer]]==
{{#widget:YouTube|id=N9ytrX0wweA}}


==Gallery==
==Gallery==

Latest revision as of 12:51, November 3, 2024

This article is about Robin's appearance in Super Smash Bros. 4. For the character in other contexts, see Robin.
Robin
in Super Smash Bros. 4
Robin Male SSB4.png
Robin Female SSB4.png
Robin SSB4.png

FireEmblemSymbol.svg
Universe Fire Emblem
Other playable appearance in Ultimate


Availability Starter
Final Smash Pair Up
Tier D (36-37)
Robin (SSB4)
Robin Brings the Thunder!
—Introduction Tagline

Robin (ルフレ, Reflet) is a playable newcomer in Super Smash Bros. 4. He was confirmed during a live stream, alongside Captain Falcon and Lucina, on the official Super Smash Bros. website on July 14th, 2014. Like in Robin's home game Fire Emblem Awakening, players can select either male and female versions of the character, similarly to Wii Fit Trainer, Villager, and Corrin.

In the English version, David Vincent, who is male Robin's first voice option in Awakening, reprises his role, while Lauren Landa voices female Robin in place of Michelle Ruff from Awakening. In the Japanese version, both Yoshimasa Hosoya and Miyuki Sawashiro reprise their roles as the voice actors for male Robin and female Robin, respectively.

Robin is ranked 36th/37th out of 54 on the tier list, placing him in D tier and tied with Samus. Robin's greatest strength is his zoning game; his tomes give him an array of useful spells and projectiles. Thunder is a versatile projectile due to having varying effects at each level of charge, Arcfire is a strong tool for traps and combo initiation, Elwind provides a highly damaging neutral infinite and is capable of edgeguarding due to being a strong meteor smash at point blank range, and Nosferatu is a self-healing grab that is very hard to escape when the opponent has a high percentage. In addition, Robin's Levin Sword is an excellent weapon, courtesy of its great KO potential, which also extends to his aerial attacks, which, when used with the Levin Sword, have fearsome KO potential. The Bronze Sword is not to be disregarded either: while it is immensely weak and has unimpressive range, it is always available to Robin and can easily combo. Finally, Robin's unique durability mechanic can also be used to his advantage, as his depleted tomes and broken Levin Swords are surprisingly strong, which makes them unorthodox KO options.

However, Robin has numerous weaknesses. His overall mobility is arguably the worst in the game, due to his dashing speed being the slowest in the game, and his air speed being average. Robin also has a very poor defensive game, as several moves are slow in regard to startup lag and even more so in ending lag. Robin's range is also startlingly lacking, as while the Levin and Bronze Swords provide disjointed range, they have very short reach. This not only forces Robin to trade blows frequently, but it also makes him glaringly susceptible to combos. Due to this, Robin has a severe lack of oppressive options in his moveset. Finally, Robin's durability mechanic can massively turn against him, as the loss of any tomes puts Robin in a lot of trouble: losing Thunder leaves him unable to zone, losing Arcfire prevents him from starting combos, losing Elwind makes it very hard to recover, and losing Nosferatu prevents Robin from healing and forces the use of his poor grab.

As a result, Robin requires players to play with extreme precision in order to avoid wasting any uses of his weapons, as well as know how to play around the opponent when any weapons are broken. Robin's high learning curve and technical playstyle has given him limited tournament presence in the years following Smash 4's release. Nevertheless, several dedicated mains, such as Dath and Mr.II, have been able to perform well with the character at a national level.

Attributes[edit]

Robin is a tall middleweight character who has very appalling mobility. Robin’s dashing speed is the slowest in the game, and his walking speed is the twelfth slowest in the game. Outside of these attributes, Robin's other traits are archetypical 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 opponents 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 Thunder and Fire tomes can disrupt opponents, rack up damage, and open up windows to chain attacks together. Thunder 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 approaches, pressuring, and chaining together attacks. In addition to the Fire tome, Robin's neutral attack involves the 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.

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. It can be swung eight times before it breaks. 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. His down tilt can keep away grounded opponents in front of him.

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, while down throw is a reliable combo starter.

However, Robin suffers from numerous weaknesses. The most notable includes his aforementioned mobility, being the overall slowest in the game courtesy of possessing the slowest dashing speed in the game and average air speed at best. Altogether, Robin is especially vulnerable to speed demons, such as Sonic and Captain Falcon. He lacks defensive options and has trouble brushing off opponents, especially those who are directly beneath, making him susceptible to rushdowns and juggles. Robin’s tilts generally have short range, making it difficult for him to fight at mid-range outside of the usage of tomes. Several of Robin's moves, specifically his smash attacks and special moves, have significant ending lag, which leaves Robin wide open for punishment proceeding his execution. His forward smash, though extremely strong, has extremely limited range, occasionally and completely missing fighters when said fighters crouch, and is also extremely laggy. His down smash is a strong move with a great range, however, the range has limited success as the farthest portion of the range is also one of the weakest parts. Finally, his up smash is a strong move with considerably less ending lag 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 directly next to him. Elwind leaves him vulnerable and interceptable after usage, and when not properly managed or retaining track of, can run out at critical times.

Lastly, Robin's durability mechanic can drastically weaken Robin's offensive game once either the Levin Sword or tomes are exhausted. Losing the Levin Sword gives him almost nonexistent KO power despite the Bronze Sword's respectable combo game. Losing Thunder removes one of his only zoning options, as well as losing combo potential. Losing Arcfire sacrifices 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.

Robin only benefits marginally from custom moves, with the only notable options being Thunder's variants. Thunder+ has highly increased power across all charges, the projectiles have more range, and both Elthunder and Arcthunder use up a very slightly smaller amount of durability. However, it charges slower, and has only half the durability of the original, with Thoron immediately exhausting the tome regardless of how much durability is left. Speed Thunder is, unsurprisingly, faster across all charges, regarding both the projectiles' speed and charging, but the projectiles have less range and noticeably less power. Robin's remaining custom moves have extremely situational advantages, to the point that they typically fail to compensate for their disadvantages.

Overall, Robin is a tactically-based character with varied spacing, damage-accumulating and KO options that must have wise usage. Simultaneously, his lack of mobile and defensive options leaves him vulnerable to pressure and combos. With this, Robin players must maintain track of their weapons' durability, intelligently respond to their opponents, and take precise offensive action for success.

Update history[edit]

Robin has been noticeably buffed via updates, especially in update 1.1.0 with increased damage outputs, decreased ending lag, and larger hitboxes for certain attacks. The knockback and ending lag on his down throw were also reduced, which consequently improved its combo potential. Update 1.1.3 increased down aerial's damage output, decreased the lag for down smash and all of his aerials, and increased the sizes of the hitboxes for a few moves, most notably forward tilt. Robin also benefits from the changes on the shield mechanics in brought about by updates 1.1.0 and 1.1.1, with the high hitlag on his Levin Sword-based attacks becoming more useful and safer on shield. However, update 1.1.5 slightly nerfed Robin's neutral attack, an extremely important part of his neutral game, by having its base knockback increased. This results in his neutral infinite becoming nearly useless when the opponent properly uses directional influence at low-mid percentages, while neutral attack's first two hits' ending lag results in it failing to chain into from another neutral attack or a grab. To slightly compensate, Nosferatu comes out 1 frame faster, grabbing at frames 15-16, and has 2 less frames of ending lag when broken out of.

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Change Second hit of jab has been adjusted.
  • Buff Robin can now grab edges from behind during Elwind and its custom variations.
  • Bug fix Fixed a glitch that refreshed Robin's double jump when he used Thoron in the air.
  • Bug fix Fixed a footstool glitch allowing an infinite.

Super Smash Bros. 4 1.0.6

  • Buff Neutral infinite's knockback decreased and its hits connect together better.
  • Buff Forward tilt's "deadspot" has been partially improved.
  • Change Tomes no longer disappear upon landing on platforms.
  • Bug fix Fixed a glitch where female Robin's Levin Sword would not repeatedly flash to indicate that it was about to break.

Super Smash Bros. 4 1.0.8

  • Change Neutral infinite slightly pushes Robin backward upon completion. While this can potentially push him off a stage, the push effect can also enable him to space better.

Super Smash Bros. 4 1.1.0

  • Buff Down throw's knockback altered: 80 (base)/55 (growth) → 30/88 and its ending lag decreased: 43 frames → 37, improving its combo potential.
  • Buff Up throw deals 1% more damage: 8% → 9%.
  • Buff Forward aerial deals 1% more damage: 6.5% (Bronze)/11.5% (Levin) → 7.5%/12.5%.
  • Buff Levin Sword-based up smash's hitbox sizes increased: 3.2u → 4.3u.
  • Buff Thunder and Elthunder deal 1% more damage: 3.5% (Thunder)/9.5% (Elthunder) → 4.5%/10.5%.
  • Buff Speed Elthunder and Elthunder+ deal more damage: 5% → 5.8% (Speed), 11% → 12.7% (Elthunder+).
  • Buff All variations of Thunder, Elthunder and Arcthunder have had their ending lag decreased by 3 and 10 frames, respectively.
  • Change Elwind's movement mechanics altered.

Super Smash Bros. 4 1.1.1

  • Change First victory animation slightly changed. The Levin Sword now emits a much more visible trail when Robin swings it.

Super Smash Bros. 4 1.1.3

  • Buff Forward tilt's position changed, size increased: 4.0 → 5.0.
  • Buff Down smash IASA: Frame 62 → 57
  • Buff Neutral air's position changed, hitbox 0 and 1 size increased on both hits: 4.0 → 5.0, hitbox 2 size increased on both hits: 3.0 → 5.0.
  • Buff Neutral air landing lag: 20 → 18.
  • Buff Forward air (Levin) position tweaked, late hitbox size increased 1.5 → 2.5.
  • Buff Forward air landing lag: 20 → 18.
  • Buff Back air landing lag: 21 → 19.
  • Buff Up air landing lag: 20 → 18.
  • Buff Down air (Levin) early damage increased: 10% → 11%, both hitboxes size increased: 4.0 → 4.5.
  • Buff Down air (Levin) late hit damage increased: 5% → 8%.
  • Nerf Down air (Levin) transition from early to middle hitboxes increased: 1 → 2 frames.
  • Change Down air (Levin) non-spiking hitbox 1 angle changed: 80° → 70°.
  • Buff Down air landing lag: 28 → 26.


Super Smash Bros. 4 1.1.5

  • Change Jab 1 base knockback: 35 → 40
  • Change Jab 2 base knockback: 30/35 → 45
  • Buff Nosferatu and Distant Nosferatu have one less frame of startup.
  • Change Nosferatu and Distant Nosferatu set frame duration increased: 1 frames → 2.
  • Buff Nosferatu has less lag when broken out of (IASA 40 → 38).


Moveset[edit]

  • The Bronze Sword has very minimal KO potential due to dealing low damage and significantly low knockback. It also has unimpressive reach, shorter-lasting hits and minimal freeze frames. However, its weak strength enables it to combo effectively. Conversely, the Levin Sword has significantly greater KO potential, due to it dealing significantly more damage and knockback. In addition to dealing electric damage, it has a greater reach than the Bronze Sword, freeze frames and a lingering hitbox, the latter of which deals less damage if it hits late.
  • Robin's tilt attacks solely use the Bronze Sword, while smash attacks use the Levin Sword, provided it is not broken. Aside from neutral aerial, other aerial attacks can use either sword - if Robin tilts a direction in midair, the Bronze Sword will be used, but if Robin taps a direction like a smash attack in the air, the Levin Sword will be used. After using the Levin Sword for any attack, Robin will continue to use it for all directional aerial attacks until it breaks or if he uses an attack that resets the equipped sword to the Bronze Sword. The attacks that switch to the Bronze Sword are neutral attack, tilt attacks, neutral aerial, dash attack, floor attacks, and edge attack.

For a gallery of Robin's hitboxes, see here.

  Name Damage Description
Neutral attack Right Chop (ライトチョップ) / Combination Chop (コンビネーションチョップ) / Fire (ファイアー) / Wind (ウインド) / Wind Finish (ウインドフィニッシュ) 3% 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.
3%
5% (Arcfire)
1% (Elwind loop), 2% (Elwind last)
Forward tilt Front Hack (フロントハック) 7.5% An outward turning, downward slash. Its quick speed makes it a decent spacing option, but it has poor reach and low knockback.
Up tilt Upper Swing (アッパースイング) 6% 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.
Down tilt Leg Cutter (レッグカッター) 6% 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.
Dash attack Short Stab (ショートスタッブ) 10% (clean), 6% (late) 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.
Forward smash Neck Striker (ネックストライカー) Bronze: 9.6%
Levin: 16% (clean), 5% (late)
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.
Up smash Rising Thrust (ライジングスラスト) Bronze: 9%
Levin: 15% (clean sword), 10% (clean body), 5% (late)
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%.
Down smash Earth Knock (アースノック) / Earth Shocker (アースショッカー) Bronze: 8%
Levin: 15% (clean), 12% (mid), 8% (late)
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.
Neutral aerial Double Chop (ダブルチョップ) 7% (hits 1-2) 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.
Forward aerial Air Upper Swing (エアアッパースイング) Bronze: 7.5%
Levin: 12.5% (clean), 5% (late)
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%.
Back aerial Backhand Slash  (バックハンドスラッシュ) Bronze: 9%
Levin: 15% (clean), 5% (late)
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.
Up aerial Arc Slash (アークスラッシュ) Bronze: 7.8%
Levin: 13% (clean), 5% (late)
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.
Down aerial Undercut (アンダーカット) Bronze: 7.2% (clean), 6% (late)
Levin: 11% (clean), 12% (mid, aerial opponent), 10% (mid, grounded opponent), 5% (late)
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.
Grab Grab (つかみ) Wraps the opponent in a whirling stream of magic. Despite its animation, its range is below average, unlike 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 grabs 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's.
Pummel Grab Force Attack (つかみフォースアタック) 3% A small blast of magic. The second slowest pummel in the game, being surpassed only by 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.
Forward throw Force Kinesis (フォースキネシス) 8% 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.
Back throw Reverse Kinesis (リバースキネシス) 11% 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.
Up throw Launch Kinesis (ローンチキネシス) 9% 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.
Down throw Pressure Kinesis (プレッシャーキネシス) 6% 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 Bowser and Charizard. This combo is referred to by players as the "Checkmate".
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Swipes forward with the Bronze Sword, then backward.
Floor attack (back)
Floor getups (back)
  7% Swipes backward with the Bronze Sword, then forward.
Floor attack (trip)
Floor getups (trip)
  5% Slashes with the Bronze Sword backward, then forward.
Edge attack
Edge getups
  7% Performs a thrust with the Bronze Sword while climbing up.
Neutral special Default Thunder 4.5% (Thunder), 10.5% (Elthunder), 3% (Arcthunder hit 1), 1% (Arcthunder loop, 6 hits), 1% (Arcthunder last), 2.6% (Thoron loop, ~4 hits, ~7 hits boosted) Robin casts thunder magic from his Thunder tome. It is a chargeable projectile with distinct properties for each charge level: Thunder (a fast, weak, and short-ranged spark) is produced when the move is uncharged, followed by Elthunder (a yellow, stronger ball of lightning with more range), which is cast when briefly charged, then Arcthunder (a red, gradually accelerating and multiple hitting sphere), and finally Thoron (a powerful, long-ranged electrical energy beam that can stretch across the length of any stage; holding the special button also increases the beam’s damage and length) when fully charged. Each of them has its uses: Thunder and Elthunder can be used as an anti-pressure option, Arcthunder can be used for briefly trapping opponents for a free follow-up and has some off-stage KO potential, and Thoron has the highest KO potential of all of its versions, also making it useful if Robin’s tome is about to expire. Takes ~3 seconds to fully charge.
Custom 1 Thunder+ 5% (Thunder), 12% (Elthunder), 5% (Arcthunder hit 1), 1.2% (Arcthunder loop, 6 hits), 1.2% (Arcthunder last), 3.5% (Thoron loop, ~6 hits, ~9 hits boosted). Robin casts bigger, stronger thunder magic that goes a little farther and comes out a little slower. The tome charges slower (~4 seconds) and has less durability.
Custom 2 Speed Thunder 2% (Thunder), 5% (Elthunder), 2.5% (Arcthunder hit 1), 1% (Arcthunder loop, 5 hits), 10% (Thoron) Robin casts faster, smaller, weaker thunder magic that goes farther. The tome charges faster (~2 seconds). Arcthunder hits 6 times instead of 8. Thoron is now one hit, and only it’s length can be boosted. Tome durability is the same as Thunder.
Side special Default Arcfire 1% (fireball), 1% (pillar, 6 hits), 4% (explosion) Robin casts fire magic from his Arcfire tome. It creates a tiny fireball that travels diagonally downward from above his head and bursts into a pillar of flame on impact. 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.
Custom 1 Arcfire+ 2% (fireball), 8%/7% (explosion) Uses a slower, stronger tome to cast Arcfire. Creates a large single-hit explosion with decent knockback in lieu of the usual flame pillar, and gives the fireball more horizontal reach, but the attack is slower. The projectile will vanish if it doesn’t strike a surface by the time it just reaches below Robin’s feet. Robin doesn’t say “Arcfire” when casting.
Custom 2 Fire Wall 7% (pillar) Creates a larger pillar which sticks around longer and offers mild protection against attacks. The fire is also cast directly in front of Robin, and is sent almost directly downwards in the air. Casting is significantly faster. Robin does not say “Arcfire” when casting.
Up special Default Elwind 7% (hit 1 clean), 5% (hit 1 late), 5% (hit 2) Robin casts wind magic twice below himself from an Elwind tome, which propels him into the air. The first hit can meteor smash aerial opponents directly beneath, while the late hit can set-up for the second hit, which launches the opponent too far to counterattack Robin. When Elwind is depleted, Robin will have no means of recovery for 6 seconds, which can prove disastrous if the tome’s uses are wasted. Robin is also left without protection from above when used, making him easy to gimp.
Custom 1 Soaring Elwind 5% (hit 1), 5% (hit 2) The first gust is slightly weaker and doesn’t meteor smash, but the second gust, with more startup lag, sends Robin considerably higher. Horizontal movement is decreased slightly.
Custom 2 Gliding Elwind 7% (hit 1 clean), 5% (hit 1 late), 5% (hit 2 clean), 4% (hit 2 late) Robin casts the first gust diagonally down behind him, providing more horizontal distance than vertical, while the second gives a lower amount of vertical height than the standard spell.
Down special Default Nosferatu 0.8% (per hit) (up to 19 hits) Robin casts Nosferatu on a nearby opponent to drain their health and heal Robin. Inflicts constant damage and cannot be shielded due to acting like a command grab. Victims can end the move sooner by button mashing, but like normal grabs, being at a higher percent decreases their chance of escaping (~120% will always perform 19 hits). Slightly more energy is drained if striking someone from behind, and Robin drains more energy the higher his damage percentage is compared to the opponent’s. Robin and the victim are vulnerable throughout the move’s use, and Robin will be left helpless if the move ends midair. It can also be used as a sacrificial KO.
Custom 1 Distant Nosferatu 0.6% (per hit) (up to 19 hits) Grabs opponents farther away instead of at close range, but deals less damage, heals less and is slower.
Custom 2 Goetia 1% (per hit), (up to 19 hits) Robin casts Goetia, the strongest Dark tome in Fire Emblem Awakening. Deals more damage and sucks in opponents, but does not heal Robin and has much slower start-up. Robin does not say “Nosferatu” when casting.
Final Smash Pair Up 3%/2% (hit 1), 2% (hits 2-14), 14% (hit 15) Summons Chrom via warp magic to pair up and attack. Chrom slashes the opponent upward into the air and then he and Robin relentlessly attack the opponent, with Chrom repeatedly slashing with Falchion, while Robin casts thunder and fire magic, including Bolganone. After they finish their barrage, they perform a final simultaneous strike that spikes the opponent to the ground, which deals enough recoil to launch them towards the upper blast line. It KOs at 45% and also fully replenishes all of Robin's weapons.

Durability system[edit]

Robin has a unique character mechanic: true to the Fire Emblem series, where items break after being used too many times, Robin's tomes and Levin Sword do the same if they are used too often, with each weapon having a unique durability value. If Robin attempts to use an attack that uses durability-affected weaponry and is interrupted by an attack while attempting to use it, then that will count as one use of the weapon, even if no damaging hitbox is produced. Robin always carries the last weapon that was used, provided they are not depleted. As an additional visual indicator for durability, weapons that have been depleted by two-thirds will flicker. Once a depleted weapon is restored, Robin will perform a unique animation of the weapon appearing in both hands with a flash of light, provided that he is standing completely still; tomes appear in Robin’s left hand as it is held up in the air, while the Levin Sword reappears in Robin’s right hand as he flicks it in a manner similar to one of his idle poses.

If Robin fully depletes a weapon, it will be thrown away behind him. In the case where Robin is sent flying by knockback immediately after depleting a weapon, he will drop the used weapon on the spot before getting knocked back himself. They disappear almost immediately after hitting the ground once, but they can also be picked up and thrown; the Levin Sword deals 15% when smash thrown, while his tomes deal 18% when smash thrown, making both attacks potent surprise KOing options due to their high base knockback. If Robin does not have the proper tome for corresponding special the move and tries to perform it, Robin will perform the animation but will not produce any hitboxes. For the Levin Sword, all such attacks will instead use the Bronze Sword, which cannot break, but has shorter range, deals considerably less damage and knockback, and also lacks the Levin Sword's lingering electrical hitboxes. Weapons restore gradually after they have been depleted, with their restoration times varying on their type. When Robin scores a KO, it reduces the respawn timer for all currently-regenerating weapons by a small amount. Respawn times are unaffected by custom movesets.

Durability points for weapons do not replenish while Robin is using a tome, and the only way to replenish a weapon is to get a new copy of it. Respawning after being KO'd also replenishes all weapons, as does Pair Up, though only if it is used successfully.

Levin Sword[edit]

Durability 8
Recharge time 10 seconds
Time reduced per KO -3.33 seconds
Bronze Sword
smash attack/smash aerial
-0.33 seconds
Durability cost
Smash attacks/aerials 1

Thunder tome[edit]

If the tome has less durability than the spell requires, it can still be performed, though the tome will be immediately depleted afterward. If Kirby copies Robin, he will lose the Copy Ability altogether once he depletes his tome.

Durability 20
Recharge time 12 seconds
Time reduced per KO -1.5 seconds
Durability cost Thunder+
Thunder 1 2
Elthunder 3 5
Arcthunder 5 8
Thoron 8 20

Arcfire tome[edit]

Durability 6
Recharge time 12 seconds
Time reduced per KO -1.0 second
Durability cost
Arcfire 1
Neutral attack finisher 1

Elwind tome[edit]

Durability 18
Recharge time 8 seconds
Time reduced per KO -2.0 seconds
Durability cost
Elwind 1 (per blade)
Neutral attack 1 (per second)

Nosferatu tome[edit]

Durability 4
Recharge time 40 seconds
Time reduced per KO -1.0 second
Durability cost
Nosferatu 1

Stats[edit]

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump Height Double jump Height
Value 95 1.5 – Initial dash
1.15 – Run
0.891 0.055 0.007 1.0 0.01 – Base
0.07 – Additional
0.089 1.5 – Base
2.4Fast-fall
7 33.208813 - Base
16.018034 - Short hop
33.208813

Announcer call[edit]

Sound.png This article could use additional or higher-quality audio files.
The editor who added this tag suggests: Needs announcer calls from other languages.
If you have a good audio file for this article, upload it here.

On-screen appearance[edit]

  • Warps onto the stage using warp magic.
RobinOnScreenAppearanceSSB4.gif

Taunts[edit]

  • Up taunt: Points the active sword upwards and says, "Let's tip the scales!" (戦局を変える。, I'll change the state of war.). Female Robin says, "Time to tip the scales!" (戦局を変えます。, I'll change the state of war.)
  • Side taunt: Magically suspends the active sword and tome above both hands, rotates the sword in place and flips through the tome's pages using magic, and says, "Prepare yourself!" In Japanese, male Robin says 覚悟はいいかい?, (Are you prepared?), while female Robin says 覚悟はいいですか?, (Are you prepared?)
  • Down taunt: Magically encircles himself with the active sword and tome and says, "You're not ready!" (やってやるさ。, Let's do it then.) Female Robin says, "Here I go!" (いきますよ!, Let us go!)
Up taunt Side taunt Down taunt
RobinUpTauntSSB4.gif RobinSideTauntSSB4.gif RobinDownTauntSSB4.gif

Idle poses[edit]

  • Looks at the active tome.
  • Slowly waves the active sword in front of himself with a flourish.
RobinIdlePose1WiiU.jpg RobinIdlePose2WiiU.jpg

Crowd cheer[edit]

English Japanese
Cheer
Description Ro-bin! Ru-fu-re!
Pitch Group chant Group chant

Victory poses[edit]

An orchestral excerpt of the title theme from Fire Emblem: Shadow Dragon and the Blade of Light, which has since become the main theme of the Fire Emblem series.
  • Crosses arms with weapons in hand, then spins clockwise and swings the Levin Sword. Male Robin says "I'm always three steps ahead." In the Japanese version, he says 常に三手先を考えるんだ。 (I always think three steps ahead.) Female Robin says "A good tactician has nothing to fear." In the Japanese version, she says 戦略を練れば、恐るるに足りません。, (If you have a strategy, there is nothing to fear.)
  • Holds the Thunder tome in left hand and spreads out right arm. Male Robin says "The key to victory lies within." In the Japanese version, he says 勝利の秘策はここにある (The secret to victory is here.) Female Robin says "Ha! Checkmate." In the Japanese version, she says 私の策にはまりましたね! (According to plan!)
    • If Lucina is present after a match, male Robin sometimes says "Lucina, I hope I didn't hurt you." In the Japanese version, he says ルキナ、痛くなかったかい? (Lucina, are you hurt?)
  • Robin and Chrom face the screen while back to back, posing with their weapons. Male Robin says "It seems our fates are joined." In the Japanese version, he says 僕たちは互いに絆で結ばれているんだ。 (We are bonded by mutual ties.) Female Robin says "I've got your back." In the Japanese version, she says 私が、あなたの半身になります。 (I'll be your other half.)
    • If Lucina is present after a match, female Robin sometimes says "How can you protect Chrom if you can't protect yourself?" In the Japanese version, she says そんなことじゃ、クロムさんを守れませんよ! (You can't protect Chrom like that!)
    • If Robin used Pair Up during the match, Chrom will sometimes say "My strength is yours!" In the Japanese version he says お前は俺が守る! (I'll protect you!), the same quote Chrom shouts when a unit pairs up with him in Awakening. Oddly, this clip is unavailable in the Sound Test.
Male MaleRobinPose1WiiU.gif MaleRobinPose2WiiU.gif MaleRobinPose3WiiU.gif
Female FemaleRobinPose1WiiU.gif FemaleRobinPose2WiiU.gif FemaleRobinPose3WiiU.gif

In competitive play[edit]

Official Custom Moveset Project[edit]

Character Custom sets available
Robin (SSB4) Robin 2111 3111 2311 3311 1311
2132 3132 1132 3113 3131

Most historically significant players[edit]

See also: Category:Robin players (SSB4)

  • USA Dath - The best Robin player of all-time, best known for placing 3rd at Shine 2016 defeating Larry Lurr, Marss, and 6WX, which marks the best tournament run for a Robin player. He also has several of Robin's best major performances, having placed 9th at Frame Perfect Series 2, 17th at CEO 2016 defeating Nietono, and 25th at EVO 2016 defeating ANTi. He was ranked 32nd on the PGR v2, the only Robin player ever ranked on a global ranking.
  • Japan Ke-ya - The best Robin player in Japan, co-maining the character alongside Corrin and using both characters to defeat Ranai at Karisuma 11, placing 5th; and NAKAT at Umebura 25, placing 9th. As a solo-main, he also notably defeated Larry Lurr at Super Smash Con 2017 to place 33rd.
  • Japan Mr.II - Although he rarely attends events, he is best known for defeating Nairo to place 33rd at Pound 2016, marking not only one of the greatest upsets in Smash 4 but also the best win for a Robin player. His remaining results remained mixed outside of Pound, and he eventually went on hiatus due to personal issues.
  • USA Skorpio - The second-best Robin player in North America who regularly places highly at Midwest events, especially Midwest Mayhem. He is best known for placing 2nd at Nexus, defeating tyroy along the way, as well as placing 3rd at Midwest Mayhem 7: Mexico Invasion, where he placed 3rd after defeating tyroy yet again alongside Javi.

Tier placement and history[edit]

Opinions on Robin's viability have fluctuated throughout SSB4's metagame. At first, he was considered a high-tier character due to strong projectiles and keep away games, as well as high KO power thanks to the Levin Sword and back throw's immense power. Even so, a small number of players argued against him, pointing to his slow mobility, poor grab game, weak projectiles that took too long to charge and could be cancelled out by pretty much any other projectile, mediocre recovery, and limit to how many times he could use many moves before becoming virtually helpless as reasons why Robin was a low tier instead. The latter opinion became more prominent as time went on, leading to many of his early players, including Xzax and Nairo, to drop him for better characters. Fortunately, game updates gave Robin several buffs, particularly 1.1.0 and 1.1.1, which granted Robin better shield pressure and a combo throw. This, combined with slow improvements to his metagame and a notable performances from players such as Dath and Mr.II, eventually shifted opinions on Robin in a more positive direction. As such, he was ranked at 31st on the first 4BR tier list as a mid-tier character.

Thanks to a string of strong performances throughout the rest of 2016, highlighted by Dath's run to 3rd at Shine 2016 and Mr.II's upset over Nairo at Pound 2016, Robin remained at 31st on the second tier list. However, his results would began declining after that, as his best players became less consistent or attended less events. With his playerbase remaining below-average, especially compared to other mid-tier characters, he had since slid down on subsequent tier list, ranking 34th on the third list and 36th/37th on the fourth and final tier list, tying with Samus.

Trophies[edit]

Robin's default trophy is obtained by clearing Classic Mode as Robin. Their alternate trophy is obtained by clearing All-Star Mode as Robin in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version. The Pair Up trophy is obtained only in the Wii U version by clearing All-Star Mode as Robin.

3DS Classic Mode trophy
Wii U Classic Mode trophy
Robin
NTSCSuper Smash Bros. for Nintendo 3DS This is the male Robin, your avatar in Fire Emblem Awakening. The goal of this adventure doesn't change much because of your gender choice, but Robin's marriage options do. In Smash Bros., Robin brings powerful magic and swordplay to bear. He can exhaust his moves, but they'll be restored over time.
NTSCSuper Smash Bros. for Wii U This is the male Robin, an avatar in Fire Emblem Awakening. The goal of that game doesn't change much because of your gender choice, but Robin's hairstyle options do. In Smash Bros., Robin brings powerful magic and swordplay to bear. He can exhaust his moves, but they'll be restored over time.
3DS: Fire Emblem Awakening (02/2013)
PAL When Robin is found at the start of Fire Emblem: Awakening, he (or she!) discovers that, even without his memories, he is a master tactician. In this game, his attacks are powerful, but in true Fire Emblem style, how many times his magic can be used is limited. This also applies to the thunder magic his sword is imbued with.
3DS: Fire Emblem: Awakening (04/2013)
3DS All-Star Mode trophy
Wii U alternate trophy
Robin (Alt.)
NTSC Robin's magic is powerful, but it has limited uses before needing to recharge. Thunder can be charged in stages, will become Thoron at max charge, and gains damage and speed with its charge. Arcfire creates a flame pillar, perfect for dealing with an edge-clinging foe.
3DS: Fire Emblem Awakening (02/2013)
PAL Robin's magic is powerful, but in return, its uses are limited. You can charge Thunder in steps, and when it's fully charged, it turns into Thoron, increasing its speed and dealing more damage. Arcfire creates a flame pillar when it hits something. Use it on an opponent who's clinging to an edge to stop them getting back on the stage.
3DS: Fire Emblem: Awakening (04/2013)
Pair Up trophy
Pair Up
NTSC Like the Pair Up feature in Fire Emblem Awakening that lets two characters attack a foe at once, Robin's Final Smash calls Chrom, the Prince of Ylisse, to the battlefield. First, Chrom dashes forward, and if he lands a hit, Robin joins him for a flawless combination of attacks. It can even catch multiple opponents at once!
PAL Like the Pair Up feature in Fire Emblem: Awakening, which lets two characters attack a foe at once, Robin's Final Smash calls Chrom, the Prince of Ylisse, to the battlefield. First, Chrom dashes forwards, and if he lands a hit, Robin joins him for a flawless combination of attacks. It can even catch multiple opponents at once!

In Event Matches[edit]

Solo Events[edit]

Co-op Events[edit]

Alternate costumes[edit]

Robin Palette (SSB4).png
Robin (SSB4) Robin (SSB4) Robin (SSB4) Robin (SSB4) Robin (SSB4) Robin (SSB4) Robin (SSB4) Robin (SSB4)

Reveal trailer[edit]

Gallery[edit]

Trivia[edit]

SSB4-3DS - Robin Levin Sword Item.pngSSB4-WiiU - Robin Levin Sword Item.png
Magnify-clip.pngMagnify-clip.png
Robin wielding the Levin Sword as an item
alongside the Bronze Sword.
  • When Robin's Levin Sword breaks, it can still be caught and carried around as a throwing weapon. While Robin is still holding it, they can gain another Levin Sword in the other hand after 6 seconds, making it look like two Levin swords are being held.
  • Robin will hold their open hand out as if they were holding a tome even after discarding one. If Thunder is fully charged prior to tossing a different tome, the empty hand will still emit electricity indicating the tome's full charge.
  • Robin is the only playable Fire Emblem character in Smash 4 without a counterattack. They are also the only Fire Emblem character with a neutral special move that automatically charges, can be stored, and can be canceled.
  • Robin is the only playable Fire Emblem character who cannot equip sword or cape equipment.
  • When Robin is KO'd, he or she may say respective defeat quotes from Fire Emblem Awakening depending on their gender. Male Robin may mutter "Reckless fool...!" while female Robin may yell "I was careless!"
    • The Japanese version has her say "油断しました!" ("I've been careless!"), in reference to dying in the games.
  • In the German version of SSB4 Robin's name is "Daraen", like in the French (PAL), Spanish (PAL) and Italian versions. This contradicts the German version of Fire Emblem Awakening, where the Avatar's default name is "Robin" as it is in English.
  • The day that Robin was revealed, July 14th, almost coincided with the release dates of two past Fire Emblem games: Fire Emblem: New Mystery of the Emblem: Heroes of Light and Shadow was released on July 15th, 2010, while Fire Emblem was released in Europe on July 16th, 2004.
  • Robin’s official artwork on the website uniquely features both genders standing side-by-side. This is not the case for any other characters whose alternate costumes change their gender.
    • In-game, only solo portraits of Male and Female Robin are used (with Male Robin also being the basis for their amiibo)
  • Robin's right-inputted victory pose does not have Chrom loop after the victory pose finishes.
  • Both male and female Robin's render poses from Smash 4 would later be used for their render poses in Fire Emblem Warriors, albeit with a different tome and lacking the Levin Sword.