Super Smash Bros. 4

Robin (SSB4): Difference between revisions

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(Robin has a 50:50, so even if you time your air dodge, you still get punished if Robin reads your reaction. Also I'm surprised that no one hear this.)
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==Update history==
==Update history==
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 his down aerial's damage output, decreased the lag for his down smash and all of his aerials, and increased the sizes of the hitboxes for a few of his moves, most notably his 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]], while his 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.
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 his down aerial's damage output, decreased the lag for his down smash and all of his aerials, and increased the sizes of the hitboxes for a few of his moves, most notably his 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 his 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.


'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''

Revision as of 09:41, July 3, 2016

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
FireEmblemSymbol.svg
Universe Fire Emblem
Availability Starter
Final Smash Pair Up
Tier E (31)
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 his home game Fire Emblem Awakening, players can select either male and female versions of Robin, similarly to Wii Fit Trainer, Villager, and Corrin. In the English version, David Vincent reprises his role as the male Robin's voice actor, although Lauren Landa has replaced Michelle Ruff and Wendee Lee as the female Robin's voice actor. In the Japanese version, both Yoshimasa Hosoya and Miyuki Sawashiro reprise their roles as the voice actors for the male Robin and the female Robin, respectively.

Robin is ranked 31st out of 56 on the tier list, placing him at the end of E tier and thus making him the lowest ranked mid-tier character. Robin's tomes give him a strong zoning game: Thunder is a versatile projectile due to having varying effects at multiple charges, Arcfire is a strong tool for area denial and combo initiation, Elwind provides a highly damaging neutral infinite and being capable at edgeguarding due to being a strong meteor smash at point blank range, and Nosferatu is self-healing grab. Aside from his tomes, Robin also has high KO power courtesy of his Levin Sword, which deals considerably more knockback than his Bronze Sword while retaining the latter's relatively quick start-up, making it an extremely potent follow-up from his down throw. Finally, his depleted tomes and broken Levin Sword are powerful tactical items if tracked correctly, as they can be involved in advanced shield break combos and scoring KOs.

However, Robin is burdened with poor mobility, which is most evident with his dashing speed being the slowest in the game. He also suffers from a lackluster defensive presence due to lacking landing options and combo breaking options. While his back and down throws are useful due to their KO and combo potentials respectively, his grab game overall is hindered by his grab's short range and excessive amount of ending lag. Robin's disjointed range is also short for a weapon-based character, making long-ranged combat risky without use of his tomes. This is further compounded by his sword-based attacks, which are rather awkward swings that can prove difficult to land. Furthermore, his durability system removes his strong tools when his tomes are depleted and his Levin Sword is broken, forcing him to keep track of his usage of them: without his tomes, Robin becomes noticeably easy to approach due to lacking his zoning options and, at worst, loses his only method of recovery, while lacking his Levin Sword considerably hinders his range, damage output, and KO potential due to forcing him to rely on his shorter and weaker Bronze Sword. As a result of these factors, Robin has a high learning curve due to his fluctuating playstyle.

Attributes

Robin has a much different playstyle compared to his fellow Fire Emblem characters. Wielding both tomes and swords, he can keep opponents at a distance with his magic while punishing them with his Bronze and Levin Swords. However, his tomes and swords adhere to a unique durability system. When this is coupled with his dashing speed being the slowest in the game, a poor grab range with excessive ending lag, and a lack of melee range and movement speed that his fellow swordsmen have, Robin thus functions best like in his home game Fire Emblem Awakening: a Tactician whose optimal playstyle involves thoughtful and tactful pressuring and zoning with his tomes while capitalizing on his opponent's mistakes with powerful magic or sword attacks.

Robin's tomes provide a myriad of spacing, pressuring, and additional damaging capabilities. Both his Thunder and Fire tomes have capabilities for disrupting opponents, racking up damage, and opening 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 his Fire tome, Robin's neutral attack involves his 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 his 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 his front and back 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 his 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: his back throw is a viable KOing option near the edge, while his down throw is a reliable combo starter.

However, as previously stated, Robin suffers from numerous weaknesses, such as being the slowest runner in the game. Furthermore, he lacks defensive options and has trouble brushing off opponents, especially those who are directly below him, making him susceptible to rush-downs and juggles. His tilts generally have short range, making it difficult for Robin to fight at mid-range outside of the use of tomes. Many of his 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 his offensive options when either the Levin Sword or tomes are exhausted.

Robin benefits little from his custom moves, with his 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.

Overall, Robin is a tactically-based character with varied spacing, damage-accumulating and KO options that must be used wisely and opportunely. At the same time, his lack of mobile and defensive options leave 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 in battle.

Update history

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 his down aerial's damage output, decreased the lag for his down smash and all of his aerials, and increased the sizes of the hitboxes for a few of his moves, most notably his 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 his 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

  • The Bronze Sword has very minimal KO power due to dealing low damage and significantly low knockback. It also has an unimpressive reach, only hits on 1 frame and has minimal freeze frames. However, its weak strength enables it to combo effectively. Conversely, the Levin Sword has significantly stronger KO power due to dealing significantly more damage and knockback. In addition to dealing electric damage, it has a greater reach than the Bronze Sword and has freeze frames as well as a lingering hitbox, the latter of which deals less damage if it hits late.
  • Robin's tilt attacks solely use the Bronze Sword, while his smash attacks use the Levin Sword, provided it is not broken. Aside from his neutral aerial, his other aerial attacks can use either sword—if Robin tilts a direction in midair, he will use the Bronze Sword, but if Robin taps a direction like a smash attack in the air, he will use the Levin Sword. 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 his equipped sword to the Bronze Sword. The attacks that switch to the Bronze Sword are his neutral attack, tilt attacks, neutral aerial, dash attack, floor attacks, and edge attack.


  Name Damage Description
Neutral attack   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 first is a fiery explosion that deals high knockback and KOs around 170%, although it can be dodged with correct timing; it costs 1 durability point from Arcfire. The second 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 finisher)
1% (Elwind loop), 2% (Elwind finisher)
Forward tilt   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   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   6% A crouching, outward slash. Robin's fastest tilt and has very low ending lag, though is lacks range and knockback.
Dash attack   10% (clean), 6% (late) A low-angle thrust. It makes Robin dash 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 long ending lag after being used makes it unwieldy.
Forward smash   Bronze: 9.6%
Levin: 16% (clean), 5% (late)
An 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   Bronze: 9%
Levin: 15% (clean sword), 10% (clean body), 5% (late)
An upward thrust. Deals mainly vertical knockback, but suffers from high ending lag. Opponents directly beside Robin can be hit by the move as well. Without the Levin Sword, it has poor knockback and horizontal reach. The Levin Sword KOs around 110%.
Down smash   Bronze: 8%
Levin: 15% (clean), 12% (mid), 8% (late)
A kneeling, downward slash. The Levin Sword generates brief sparks on both sides of Robin, which can hit opponents even after he starts getting up, thus warding off punishment attempts on either side of him. When coupled with the its hitbox's duration, 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 has suffers from high ending lag. KOs around 150% with the Bronze Sword and around 110% with the Levin Sword.
Neutral aerial   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, he will equip the Bronze Sword again, making this his only aerial with this property. Autocancels from a short hop.
Forward aerial   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. 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   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 his strongest aerial, although his up aerial with the Levin Sword can KO earlier while high in the air.
Up aerial   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   Bronze: 7%
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. Like all Robin's aerials, 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 his only aerial that cannot autocancel from a short hop.
Grab   Wraps the opponent in a whirling stream of magic. Despite its animation, it only has an average reach, unlike Greninja's 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   3% A small, magical blast. The second slowest pummel in the game, losing out only to Mii Swordfighter's pummel, which can result in opponents potentially breaking out of Robin's grab at low percentages before he can throw after a single pummel first. It become safer at higher percentages, however.
Forward throw   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   11% Turns around and magically tosses the opponent backward. Robin's strongest throw, with very high base knockback and decently high knockback growth, KOing around 140% near the edge. It can also be used reliably for throwing the opponent out of his reach to charge Thunder.
Up throw   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   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, although proper DI and a timed air dodge can prevent this follow-up (though this is a 50/50 meaning that opponents can still be hit out of midair jump or an air dodge with reads depending on rage). This combo is referred to by players as the "Checkmate" combo..
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 hits), 1% (Arcthunder last hit), 2.6% (Thoron loop hits) 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 (an infinite-ranged, powerful and electrical energy beam whose range and damage can be extended by holding the special button) 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.
Custom 1 Thunder+ 5% (Thunder), 11% (Elthunder), 5% (Arcthunder), 1.2%/3.5% (Thoron) Robin casts more powerful thunder magic. More powerful overall, but charges slower and the tome has less durability.
Custom 2 Speed Thunder 2% (Thunder), 5% (Elthunder), 2.5% (Arcthunder), 1%/10% (Thoron) Robin casts faster thunder magic. Weaker overall, but it is faster and the tome's durability is unchanged.
Side special Default Arcfire 1% (fireball), 1% (pillar), 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.
Custom 2 Fire Wall 7%/4% (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.
Up special Default Elwind 7% (hit 1 clean), 5% (hit 1 late), 5% (shot 2) Robin casts wind magic twice below himself from his Elwind tome, which propels him into the air. The first hit can meteor smash aerial opponents directly below him, 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 he wastes his tome uses. Robin is also left without protection from above when used, making him easy to gimp.
Custom 1 Soaring Elwind 5% Alters the lifting power of each gust. The first hit has less recovery potential and deals less damage, but the second hit has much more recovery potential. Each gust takes significantly longer to cast.
Custom 2 Gliding Elwind 7% (hit 1 clean), 5% (hit 1 late), 5% (hit 2 clean), 4% (hit 2 late) Robin casts Elwind at an angle, Robin fires the first gust more sideways, providing more horizontal distance than vertical, while the second gives a much lower amount of vertical height than the standard spell.
Down special Default Nosferatu 0.8% (per hit) 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 grab. More energy is drained if it is button mashed, performed from behind, and/or Robin has a higher damage percentage than the opponent. 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) Grabs opponents farther away instead of at close range, but deals less damage, heals less and is slower.
Custom 2 Goetia 1% (per hit), 19% (maximum) 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.
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

Robin has a unique 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 hit 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 weapons he used in his hands, 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 his hands with a flash of light, provided that he is standing completely still; tomes appear in his left hand as he holds it up in the air, while the Levin Sword reappears in his right hand as he flicks it in a manner similar to one of his idle poses.

If Robin fully depletes a weapon, he will throw it 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 his Levin Sword, all such attacks will instead use his 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. 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.

  • Thunder has 20 durability points, though its custom variation, Thunder+, has 10 durability points. Even if the tome has less durability than the spell requires, it can still be performed, though the tome will be immediately depleted afterward. Thunder respawns 10 seconds after being depleted.
    • Thunder uses 1 durability point in both its regular form and Thunder+ variants.
    • Elthunder uses 3 durability points in its regular form and 2.5 durability points in its Thunder+ variant.
    • Arcthunder uses 5 durability points in its regular form and 4.5 durability points in its Thunder+ variant.
    • Thoron uses 8 durability points in its regular form and 10 durability points in its Thunder+ variant.
      • If Kirby copies Robin, he will lose the Copy Ability altogether once he depletes his Thunder's 20 durability points.
  • Arcfire has 6 durability points. Arcfire and his neutral attack finisher use 1 durability point each. Arcfire respawns 10 seconds after being depleted.
  • Elwind has 9 durability points. Elwind uses 1 durability point and his neutral infinite uses 1 durability point for every 2 seconds. It respawns 6 seconds after being depleted.
  • Nosferatu has 4 durability points. It respawns 40 seconds after being depleted.
  • Levin Sword has 8 durability points. It respawns 6 seconds after breaking.

On-screen appearance

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

Taunts

  • Up taunt: Points his 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 his sword and tome above his 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, (Get ready.), while female Robin says 覚悟はいいですか, (Are you ready?)
  • Down taunt: Magically encircles himself with his 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's go!)
Up taunt Side taunt Down taunt
RobinUpTauntSSB4.gif RobinSideTauntSSB4.gif RobinDownTauntSSB4.gif

Idle poses

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

Crowd cheer

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

Victory poses

An icon for denoting incomplete things.
This victory theme is a small orchestral cover from the title theme of the first Fire Emblem game, which has since become the main theme of the series.
  • Crosses arms with weapons in hand, then spins clockwise and swings the Levin Sword. Male Robin says "I'm always three steps ahead". Female Robin says "A good tactician has nothing to fear."
  • Holds the Thunder tome in left hand and spreads out right arm. Male Robin says "The key to victory lies within." Female Robin says "Ha! Checkmate."
    • If Lucina is present after a match, male Robin sometimes says "Lucina, I hope I didn't hurt you."
  • Robin and Chrom face the screen while back to back, posing with their weapons. Male Robin says "It seems our fates are joined." Female Robin says "I've got your back."
    • If Lucina is present after a match, female Robin sometimes says "How can you protect Chrom if you can't protect yourself?"
    • If Robin used Pair Up during the match, Chrom will sometimes say "My strength is yours!", 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

Official Custom Moveset Project

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

Notable players

Active

Inactive

Reveal trailer

<youtube>N9ytrX0wweA</youtube>

Trophies

Robin
Ntsc Super 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.
Ntsc Super 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.
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 (02/2013)
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.
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 (02/2013)
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

Solo Events

Co-op Events

Alternate costumes

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

Gallery

Trivia

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, he can still catch and carry it around as a throwing weapon. While he is still holding it, he can gain another Levin Sword in his other hand after 6 seconds, making it look like he is wielding two.
  • Robin is the only playable Fire Emblem character in the Super Smash Bros. series without a counterattack. He is also the only Fire Emblem character with a neutral special move that automatically charges, can be stored and 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 yell respective defeat quotes from Fire Emblem Awakening depending on their gender. Male Robin may say "Reckless fool...!" while female Robin may yell "I was careless!"
  • In the Fire Emblem series, the Levin Sword can be used to attack from afar, but this is not present in SSB4. Additionally, both the Bronze and Levin Swords in SSB4 are considerably shorter than how they appear in Fire Emblem Awakening.
  • 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, 2003.