Robin (SSB4): Difference between revisions

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In the Japanese version, the male and female Robin are once again voiced by Yoshimasa Hosoya and Miyuki Sawashiro, respectively. In the English version, the male Robin is once again voiced by David Vincent, and the female Robin is now voiced by Lauren Landa, who replaces Michelle Ruff and Wendee Lee.
In the Japanese version, the male and female Robin are once again voiced by Yoshimasa Hosoya and Miyuki Sawashiro, respectively. In the English version, the male Robin is once again voiced by David Vincent, and the female Robin is now voiced by Lauren Landa, who replaces Michelle Ruff and Wendee Lee.


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 has strong zoning options due to his tomes, with [[Thunder (Robin)|Thunder]] being a versatile projectile at multiple charges, [[Arcfire]] being a strong tool for area denial and combo starting, [[Elwind]] being a strong [[meteor smash]] at point blank range that can be used for off-stage [[edgeguarding]], and [[Nosferatu]] being a tide-turning, healing grab. He also has high KO power courtesy of the [[Levin Sword]], which deals greater knockback compared to the relatively quick start-up of his long range attacks, and an extremely potent KO set-up via his down throw. Finally, his used tomes and broken Levin Sword can become powerful tactical items if tracked correctly, being imperative for advanced [[shield break combo]]s and KO confirms in the hands of a skilled player. However, he is burdened with poor mobility, including having the slowest run speed in the game, and a lackluster defensive game due to a lack of landing options and combo breakers. His grab range is infamously short and laggy, while his disjointed range is also very short for a weapon-based fighter, making close range combat risky without use of his tomes, and his attacks have rather awkward swings, which can make it difficult to hit opponents. Furthermore, the durability system removes his strong tools when his tomes or Levin Sword eventually break, forcing him to keep track of their uses before they run out; without his tomes, Robin becomes noticeably easy to [[approach]] due to a lack of zoning options (even losing use of his recovery move at worst), and without the Levin Sword his range, damage output and KO power becomes even lower due to him switching to the shorter and weaker [[Bronze Sword]]. Due to these factors, Robin has a high learning curve due to his fluctuating playstyle and difficult broken weapon combos, and is outmatched by faster, more mobile characters regardless.
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 has strong zoning options due to his tomes, with [[Thunder (Robin)|Thunder]] being a versatile projectile at multiple charges, [[Arcfire]] being a strong tool for area denial and combo starting, [[Elwind]] being a strong [[meteor smash]] at point blank range that can be used for off-stage [[edgeguarding]], and [[Nosferatu]] being a tide-turning, healing grab. He also has high KO power courtesy of the [[Levin Sword]], which deals greater knockback compared to the relatively quick start-up of his long range attacks, and an extremely potent KO set-up via his down throw. Finally, his used tomes and broken Levin Sword can become powerful tactical items if tracked correctly, being imperative for advanced [[shield break combo]]s and KO confirms in the hands of a skilled player. However, he is burdened with poor mobility, including having the slowest run speed in the game, and a lackluster defensive game due to a lack of landing options and combo breakers. His grab range is infamously short and laggy, while his disjointed range is also very short for a weapon-based fighter, making close range combat risky without use of his tomes, and his attacks have rather awkward swings, which can make it difficult to hit opponents. Furthermore, the durability system removes his strong tools when his tomes or Levin Sword eventually break, forcing him to keep track of their uses before they run out: without his tomes, Robin becomes noticeably easy to [[approach]] due to a lack of zoning options (even losing use of his recovery move at worst), and without the Levin Sword his range, damage output and KO power becomes even lower due to him switching to the shorter and weaker [[Bronze Sword]]. Due to these factors, Robin has a high learning curve due to his fluctuating playstyle and difficult broken weapon combos, and is outmatched by faster, more mobile characters regardless.


==Attributes==
==Attributes==
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|neutral3dmg=5% (Arcfire finisher)
|neutral3dmg=5% (Arcfire finisher)
|neutralinfdmg=1% (Elwind loop), 2% (Elwind finisher)
|neutralinfdmg=1% (Elwind loop), 2% (Elwind finisher)
|neutraldesc=Robin starts with an upward slash, followed by a downward slash. The move can then proceed to a third finishing hit or into a rapid combo, depending on whether the A button is held or mashed. The first is a fiery high-knockback explosion which can KO around 170%; it costs 1 durability from Arcfire and cannot be used if Arcfire is expended. The second is a barrage of wind blades that hits multiple times and ends with a high-knockback wind slash, which draws from Elwind's durability; it uses up 1 durability every 2 seconds for a maximum potential of 18 seconds. If both tomes are depleted, Robin will only be able to use the first two sword slashes. Its fast startup, deceptively high range and damage/KO potential make it a go-to option on the ground.
|neutraldesc=Robin starts with an upward slash, followed by a downward slash. The move can then proceed to a third finishing hit or into a rapid combo, depending on whether the attack button is held or mashed. The first is a fiery high-knockback explosion which can KO around 170%, albeit it can be dodged with correct timing; it costs 1 durability from Arcfire and cannot be used if Arcfire is expended. The second is a barrage of wind blades that hits multiple times and ends with a high-knockback wind slash, which draws from Elwind's durability; it uses up 1 durability every 2 seconds for a maximum potential of 18 seconds. If both tomes are depleted, Robin will only be able to use the first two sword slashes. Its fast startup, deceptively high range and damage/KO potential make it a go-to option on the ground.
|ftiltname= 
|ftiltname= 
|ftiltdmg=7.5%
|ftiltdmg=7.5%
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|dtiltname= 
|dtiltname= 
|dtiltdmg=6%
|dtiltdmg=6%
|dtiltdesc=A very quick downward slash, with quick recovery time. Robin's fastest tilt, though lacking in range and knockback. Knocks enemies away.
|dtiltdesc=A very quick downward slash, with very low ending lag. Robin's fastest tilt, though lacking in range and knockback.
|dashname= 
|dashname= 
|dashdmg=10% (clean), 6% (late)
|dashdmg=10% (clean), 6% (late)
|dashdesc=A short sword stab close to Robin's body. Makes Robin dash forward on startup, and deals good knockback, able to KO at high percentages. Long start up and significant lag after use makes it unwieldy, although it is a reliable KO move when used against an unsuspecting opponent.
|dashdesc=A short sword stab close to Robin's body. Makes Robin dash forward on startup, and deals good knockback, able to KO at high percentages. Its long ending lag after use makes it unwieldy, although it is a reliable KO move when used against an unsuspecting opponent.
|fsmashname= 
|fsmashname= 
|fsmashdmg=Bronze: {{ChargedSmashDmgSSB4|9.6}}<br/>Levin: {{ChargedSmashDmgSSB4|22}} (clean), {{ChargedSmashDmgSSB4|5}} (late)
|fsmashdmg=Bronze: {{ChargedSmashDmgSSB4|9.6}}<br/>Levin: {{ChargedSmashDmgSSB4|16}} (clean), {{ChargedSmashDmgSSB4|5}} (late)
|fsmashdesc=A forwards-reaching half-slash of decent range with Robin's sword ending in front of his body, akin to a stab. A viable close range punish but suffers from long endlag and slight startup. The Levin Sword version KOs around 100%, while the Bronze Sword KOs around 175%.
|fsmashdesc=A forwards-reaching half-slash with Robin's sword ending in front of his body, akin to a stab. A viable close range punish but suffers from long endlag, though this is remedied due to the Levin Sword's lingering hitbox. The Levin Sword version KOs around 100%, while the Bronze Sword KOs around 175%.
|usmashname=&nbsp;
|usmashname=&nbsp;
|usmashdmg=Bronze: {{ChargedSmashDmgSSB4|9}}<br/>Levin: {{ChargedSmashDmgSSB4|21}} (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 with mainly vertical knockback and high ending lag. Opponents directly beside Robin can be hit by the move as well. Without Levin Sword, it has poor knockback and horizontal reach. With Levin Sword, the move can KO around 110%.
|usmashdesc=An upward thrust with mainly vertical knockback and high ending lag. Opponents directly beside Robin can be hit by the move as well. Without Levin Sword, it has poor knockback and horizontal reach. With Levin Sword, the move can KO around 110%.
|dsmashname=&nbsp;
|dsmashname=&nbsp;
|dsmashdmg=Bronze: {{ChargedSmashDmgSSB4|8}}<br/>Levin: {{ChargedSmashDmgSSB4|21}} (clean), {{ChargedSmashDmgSSB4|12}} (mid), {{ChargedSmashDmgSSB4|8}} (late)
|dsmashdmg=Bronze: {{ChargedSmashDmgSSB4|8}}<br/>Levin: {{ChargedSmashDmgSSB4|15}} (clean), {{ChargedSmashDmgSSB4|12}} (mid), {{ChargedSmashDmgSSB4|8}} (late)
|dsmashdesc=An overhead slash which ends with Robin slamming his sword onto the ground while crouching. With the Levin Sword, the slam generates brief sparks on both sides of Robin, which can hit opponents even after he starts getting up. This property does not happen with the Bronze Sword, meaning this move can only hit on both sides with the Levin Sword. Bronze Sword KOs around 150% while Levin Sword KOs around 110%. Robin's most reliable punish move on the ground due to the duration of its hitbox. It has quite a bit of hitlag, making it very effective against shields, but it is fairly punishable if it misses due to its high ending lag.
|dsmashdesc=An overhead slash which ends with Robin slamming his sword onto the ground while crouching. With the Levin Sword, the slam generates brief sparks on both sides of Robin, which can hit opponents even after he starts getting up. This property does not happen with the Bronze Sword, meaning this move can only hit on both sides with the Levin Sword, and giving it high ending lag. Bronze Sword KOs around 150% while Levin Sword KOs around 110%. Robin's most reliable punish move on the ground due to the duration of its hitbox. It has quite a bit of hitlag, making it very effective against shields.
|nairname=&nbsp;
|nairname=&nbsp;
|nairdmg=7% (hits 1-2)
|nairdmg=7% (hits 1-2)
|nairdesc=A fast slash in front, then behind Robin. The backwards slash can hit opponents if Robin fast falls from a short hop behind them. Has next to no KO potential, but a decent spacing option. 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 if used after a short hop.
|nairdesc=A fast slash in front, then behind Robin. The backwards 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 in a short hop.
|fairname=&nbsp;
|fairname=&nbsp;
|fairdmg=Bronze: 7.5%<br/>Levin: 12.5% (clean), 5% (late)
|fairdmg=Bronze: 7.5%<br/>Levin: 12.5% (clean), 5% (late)
|fairdesc=Robin winds up and then does a swooping forward slash. Because of its arc, it can catch grounded opponents while in the air. A reliable spacing tool that deals a lot of damage. With the Bronze sword, it has very poor KO potential, but the knockback makes it easy to combo with. The Levin Sword has a lingering hitbox that can deal damage during the move's final frames. With Levin Sword, the move can KO around 140%.
|fairdesc=A swooping forward slash. 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 in a short hop. With the Bronze sword, it has very poor KO potential, but the knockback makes it easy to combo with. The Levin Sword . With Levin Sword, the move has a lingering hitbox that can deal damage during the move's final frames, with the clean hit KOing around 140%.
|bairname=&nbsp;
|bairname=&nbsp;
|bairdmg=Bronze: 9%<br/>Levin: 15% (clean), 5% (late)
|bairdmg=Bronze: 9%<br/>Levin: 15% (clean), 5% (late)
|bairdesc=Robin leans back for a quick backwards stab. Fast, but somewhat narrow hitbox which can make landing it awkward. If the Levin Sword version does land, this is Robin's strongest aerial attack, KOing as early as 100% (although his up air can KO earlier high in the air). The Levin Sword version can hit a few frames after the move ends, which can surprise opponents.
|bairdesc=Robin leans back for a quick backwards stab. Fast, but somewhat narrow hitbox which can make landing it awkward, though it still autocancels in a short hop. If the Levin Sword version does land, this is Robin's strongest aerial attack, KOing as early as 100% (although his up aerial can KO earlier high in the air). The Levin Sword version can hit a few frames after the move ends, which can surprise opponents.
|uairname=&nbsp;
|uairname=&nbsp;
|uairdmg=Bronze: 7%<br/>Levin: 13% (clean), 5% (late)
|uairdmg=Bronze: 7.8%<br/>Levin: 13% (clean), 5% (late)
|uairdesc=An upwards slash with a large arc swing in a similar fashion to Marth's up air. With the Bronze Sword, it is a great juggling tool due to its low knockback and large arc, and with the Levin Sword it is Robin's most effective aerial due to its massive range and KO potential. Can hit at the end of the move when Robin's sword is still. KOs around 155%; with Levin Sword, KOs around 110%.
|uairdesc=An upwards slash with a large arc swing in a similar fashion to Marth's up air. With the Bronze Sword, it is a great juggling tool due to its low knockback and large arc, and with the Levin Sword it is Robin's most effective aerial due to its massive range and KO potential. Can hit at the end of the move when Robin's sword is still. KOs around 155%; with Levin Sword, KOs around 110%. Like his other aerials, it can autocancel in a short hop.
|dairname=&nbsp;
|dairname=&nbsp;
|dairdmg=Bronze: 7%<br/>Levin: 10% (early), 11% (clean), 5% (late)
|dairdmg=Bronze: 7%<br/>Levin: 11% (clean), 12% (mid, aerial opponent), 10% (mid, grounded opponent), 5% (late)
|dairdesc=A quick downward one-handed slash that 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 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.
|dairdesc=A quick downward one-handed slash that 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 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 in a short hop.
|grabname=&nbsp;
|grabname=&nbsp;
|grabdesc=A short-ranged magical grab with long ending lag and terrible reach on par with {{SSB4|Ganondorf}}'s. Due to its lag, it is easily punishable, and gives Robin one of the worst-reaching shield grabs in the game; this can be remedied somewhat with a pivot grab, although it still suffers from ending lag.
|grabdesc=A short-ranged magical grab with long ending lag and terrible reach on par with {{SSB4|Ganondorf}}'s. Due to its lag, it is easily punishable, and gives Robin one of the worst-reaching shield grabs in the game; this can be remedied somewhat with a pivot grab, although it still suffers from ending lag.
|pummelname=&nbsp;
|pummelname=&nbsp;
|pummeldmg=3%
|pummeldmg=3%
|pummeldesc=Zaps opponent with magic. Slow, in fact it is the second slowest pummel in the game, with only the {{SSB4|Mii Swordfighter}}'s pummel being slower.
|pummeldesc=Zaps opponent with magic. Fairly slow, in fact it is the second slowest pummel in the game, with only the {{SSB4|Mii Swordfighter}}'s pummel being slower.
|fthrowname=&nbsp;
|fthrowname=&nbsp;
|fthrowdmg=8%
|fthrowdmg=8%
|fthrowdesc=Magically flings opponent forward. Somewhat fixed knockback, although too high for any followups.
|fthrowdesc=Magically flings opponent forward. Incredibly low knockback, although its ending lag is too high for any followups.
|bthrowname=&nbsp;
|bthrowname=&nbsp;
|bthrowdmg=11%
|bthrowdmg=11%
|bthrowdesc=Turns around and tosses the foe a fair distance above and behind Robin. Usually throws the foe out of reach for a follow up combo, but has high knockback growth, being a KO throw at high percentages (especially near the edge). Deals the most damage of all his throws.
|bthrowdesc=Turns around and tosses the foe a fair distance above and behind Robin. It is his strongest throw, with very high base knockback and decently high scaling, KOing around 140% near the edge. It can also be used reliably for throwing the opponent out of his reach to charge Thunder.
|uthrowname=&nbsp;
|uthrowname=&nbsp;
|uthrowdmg=9%
|uthrowdmg=9%
|uthrowdesc=Sends the foe straight up. Better damage and KO potential, but noticeably less follow-up ability than the down throw.
|uthrowdesc=Sends the foe straight up.
|dthrowname=&nbsp;
|dthrowname=&nbsp;
|dthrowdmg=6%
|dthrowdmg=6%
|dthrowdesc=Slams foe down, bouncing them vertically. Extremely low base knockback, perfect for follow-ups at any percentage. Its low hitstun, however, prevents true combos into moves other than his neutral attack and up tilt.  
|dthrowdesc=Slams foe down, bouncing them vertically. Extremely low base knockback and low wnding lag, perfect for follow-ups at almost any percentage. Its low hitstun until high percents, however, prevents true combos into moves other than his neutral attack and up tilt. At high percents, however, Robin can follow with an up aerial for a safe KO, reminiscent of {{SSB4|Diddy Kong}}'s "Hoo Hah".
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
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|edgename=&nbsp;
|edgename=&nbsp;
|edgedmg=7%
|edgedmg=7%
|edgedesc= Climbs up and pokes the opponent with the Bronze Sword.
|edgedesc=Climbs up and pokes the opponent with the Bronze Sword.
|nspage=Thunder (Robin)
|nspage=Thunder (Robin)
|nsdefname=Thunder
|nsdefname=Thunder
|nsdefdmg=4.5% (Thunder), 10.5% (Elthunder), 10% (Arcthunder), 10.5% (Thoron)
|nsdefdmg=4.5% (Thunder), 10.5% (Elthunder), 3% (Arcthunder, hit 1), 1% (Arcthunder, loop hits), 1% (Arcthunder, last hit), 2.6% (Thoron, loop hits)
|nsdefdesc=Robin casts thunder magic from his tome. This 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 blast with more range) which is cast when briefly charged, then Arcthunder (a red, gradually accelerating and multiple hitting projectile), and finally Thoron (an infinite-ranged, powerful and electrical energy beam) when fully charged.
|nsdefdesc=Robin casts thunder magic from his tome. This 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 blast with more range) which is cast when briefly charged, then Arcthunder (a red, gradually accelerating and multiple hitting projectile), 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 a get-off me option, Arcthunder can be used for briefly trapping opponents for a free followup, and Thoron has the highest KO potential of all of its versions.
|nsc1name=Thunder+
|nsc1name=Thunder+
|nsc1dmg=5% (Thunder), 11% (Elthunder), 5% (Arcthunder), 1.2%/3.5% (Thoron)
|nsc1dmg=5% (Thunder), 11% (Elthunder), 5% (Arcthunder), 1.2%/3.5% (Thoron)
|nsc1desc=Robin casts stronger lightning magic. More powerful overall, with slower charging and less durability.
|nsc1desc=Robin casts more powerful lighting magic. More powerful overall, but charges slower and has less durability.
|nsc2name=Speed Thunder
|nsc2name=Speed Thunder
|nsc2dmg=2% (Thunder), 5% (Elthunder), 2.5% (Arcthunder), 1%/10% (Thoron)
|nsc2dmg=2% (Thunder), 5% (Elthunder), 2.5% (Arcthunder), 1%/10% (Thoron)
|nsc2desc=Robin casts lightning spells quicker than normal. Faster and weaker overall. Durability is unchanged.
|nsc2desc=Robin casts faster lighting magic. Weaker overall, but it is faster and the tome's durability is unchanged.
|ssdefname=Arcfire
|ssdefname=Arcfire
|ssdefdmg=2% (shot), 1% (pillar)
|ssdefdmg=1% (shot), 1% (pillar), 4% (explosion)
|ssdefdesc=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.
|ssdefdesc=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.
|ssc1name=Arcfire+
|ssc1name=Arcfire+
|ssc1dmg=2% (shot), 8%/7% (explosion)
|ssc1dmg=2% (shot), 8%/7% (explosion)
|ssc1desc=Robin 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.
|ssc1desc=Robin 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.
|ssc2name=Fire Wall
|ssc2name=Fire Wall
|ssc2dmg=7%/4% (pillar)
|ssc2dmg=7%/4% (pillar)
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|usdefname=Elwind
|usdefname=Elwind
|usdefdmg=7% (shot 1 clean), 5% (shot 1 late), 5% (shot 2)
|usdefdmg=7% (shot 1 clean), 5% (shot 1 late), 5% (shot 2)
|usdefdesc=Robin casts Elwind below himself twice which propels him into the air. The first wind blade can meteor smash aerial foes directly below him. When Elwind is depleted, Robin will have no means of recovery for 6 seconds, which can prove disastrous if he wastes his tome uses.
|usdefdesc=Robin casts Elwind below himself twice which propels him into the air. The first wind blade can meteor smash aerial foes directly below him, while the late hit can setup 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.
|usc1name=Soaring Elwind
|usc1name=Soaring Elwind
|usc1dmg=5% (shots 1 and 2)
|usc1dmg=5% (shots 1 and 2)
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|dsdefname=Nosferatu
|dsdefname=Nosferatu
|dsdefdmg=0.8% (per hit)
|dsdefdmg=0.8% (per hit)
|dsdefdesc=Robin casts Nosferatu on a close opponent to drain their life force, healing Robin as a result. Inflicts constant damage and acts a grab. More energy is drained if the player mashes the special attack button, attacks from behind, and/or has higher damage percentage than the victim.
|dsdefdesc=Robin casts Nosferatu on a close opponent to drain their life force, healing Robin as a result. Inflicts constant damage and acts a grab. More energy is drained if the player mashes the special attack button, attacks from behind, and/or has higher damage percentage than the victim. Robin will be left helpless if the move ends midair. It can also be used as a [[Sacrifical KO]].
|dsc1name=Distant Nosferatu
|dsc1name=Distant Nosferatu
|dsc1dmg=0.6% (per hit)
|dsc1dmg=0.6% (per hit)
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|fsname=Pair Up
|fsname=Pair Up
|fsdmg=3%/2% (hit 1), 2% (hits 2-14), 14% (hit 15)
|fsdmg=3%/2% (hit 1), 2% (hits 2-14), 14% (hit 15)
|fsdesc=Summons Chrom via warp magic, and has him slash any opponents in his way. The foes are then flung into the air, followed by Chrom and Robin relentlessly attacking them with the Falchion as well as lightning and fire spells, respectively. After they are finished, they join for a final simultaneous strike that sends the victims plummeting to the ground, where the recoil sends them towards the upper blast line. Also replenishes all weapons to full durability.
|fsdesc=Summons Chrom via warp magic, and has him slash any opponents in his way. The foes are then flung into the air, followed by Chrom and Robin relentlessly attacking them with the Falchion as well as lightning and fire spells, respectively. After they are finished, they join for a final simultaneous strike that sends the victims plummeting to the ground, where the recoil sends them towards the upper blast line. It KOs at 45% and also replenishes all weapons to full durability.
}}
}}


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When Robin's weapons break, he throws them away behind him. They disappear almost immediately after hitting the ground once, but they can also be picked up and thrown; the Levin Sword deals 15% damage when smash thrown, while his tomes deal 18% damage when smash thrown, and both attacks can act as surprise KOing options due to their high base knockback.
When Robin's weapons break, he throws them away behind him. They disappear almost immediately after hitting the ground once, but they can also be picked up and thrown; the Levin Sword deals 15% damage when smash thrown, while his tomes deal 18% damage when smash thrown, and both attacks can act as surprise KOing options due to their high base knockback.


* Thunder has 20 durability points, with a custom version of it, Thunder+, having 10 points. Even if the tome has less durability than the spell requires, it can still be performed, though the tome will immediately break afterward. Thunder respawns 10 seconds after breaking.
*Thunder has 20 durability points, with its second custom, Thunder+, having 10 points. Even if the tome has less durability than the spell requires, it can still be performed, though the tome will immediately break afterward. Thunder respawns 10 seconds after breaking.
** Thunder uses 1 durability point in both its regular form and its Thunder+ variants.
**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.
**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.
**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.
**Thoron uses 8 durability points in its regular form and 10 durability points in its Thunder+ variant.
*** If {{SSB4|Kirby}} [[Inhale (Kirby)|copies]] Robin, he will lose the [[List of Copy Abilities|Copy Ability]] altogether once Thunder's 20 durability points are used up.
***If {{SSB4|Kirby}} [[Inhale (Kirby)|copies]] Robin, he will lose the [[List of Copy Abilities|Copy Ability]] altogether once Thunder's 20 durability points are used up.
 
*Arcfire and his neutral attack finisher that uses fire use 1 durability point each and can be used six times total before the tome breaks. The tome will break after six total uses due to the two attacks drawing from the same pool of durability. Arcfire respawns 10 seconds after breaking.
* Arcfire and his neutral attack finisher that uses fire use 1 durability point each and can be used six times total before the tome breaks. The tome will break after six total uses due to the two attacks drawing from the same pool of durability. Arcfire respawns 10 seconds after breaking.
*Elwind and his neutral infinite finisher involving wind also pull from the same pool. Elwind can be used nine times in total before the book expires and respawns 6 seconds after breaking.
 
*Nosferatu can be used four times in total. It respawns 40 seconds after breaking.
* Elwind and his neutral infinite finisher involving wind also pull from the same pool. Elwind can be used nine times in total before the book expires and respawns 6 seconds after breaking.
*Robin's Levin Sword can be used eight times in total before it breaks. The Levin Sword respawns 6 seconds after breaking.
 
* Nosferatu can be used four times in total. It respawns 40 seconds after breaking.
 
* Robin's Levin Sword can be used eight times in total before it breaks. The Levin Sword respawns 6 seconds after breaking.


If Robin attempts to use an attack that uses breakable 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. Uses for weapons do not replenish while Robin is using a tome, and the only way to refresh the number of uses on a weapon is to get a new copy of it. Respawning after being KO'd also recovers all weapons. Robin's Final Smash, [[Pair Up]], recovers all weaponry to their full usage and repairs any broken weaponry if the attack connects. Respawn times are unaffected by custom movesets.
If Robin attempts to use an attack that uses breakable 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. Uses for weapons do not replenish while Robin is using a tome, and the only way to refresh the number of uses on a weapon is to get a new copy of it. Respawning after being KO'd also recovers all weapons. Robin's Final Smash, [[Pair Up]], recovers all weaponry to their full usage and repairs any broken weaponry if the attack connects. Respawn times are unaffected by custom movesets.
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