Super Smash Bros. 4

Robin (SSB4)

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Revision as of 05:27, June 8, 2016 by Bowserboy3 (talk | contribs) (→‎Moveset: This is false; his grab has average range, noticeably better than Ganon's - https://docs.google.com/spreadsheets/d/1edThiOQ9DkH2LILb7a6Iz3f-w8XzkmzMQ-Mm53ReYFs/edit?pref=2&pli=1#gid=0)
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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 newcomer in Super Smash Bros. 4. Robin was confirmed during a live stream, alongside Captain Falcon and Lucina, on the official Super Smash Bros. website on July 14th, 2014. Like Wii Fit Trainer, Villager, and Corrin, players can select either male and female variants of Robin, as in his home game Fire Emblem Awakening.

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's tomes give him strong zoning options, with Thunder being a versatile projectile at multiple charges, Arcfire being a strong tool for area denial and combo initiation, Elwind being a strong meteor smash at point blank range that can be used for off-stage edgeguarding, and Nosferatu being a tide-turning, self-healing grab. He also has high KO power with his 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 up tomes and broken Levin Sword are powerful tactical items if tracked correctly, being imperative for advanced shield break combos and KO confirms in the hands of a skilled player.

However, he is burdened with poor mobility, having the slowest run speed in the game and a lackluster defensive game due to lacking landing options and combo breakers. His grab range is short and slow, while his disjointed range is short for a weapon-based fighter, making close ranged combat risky without use of his tomes. His sword attacks are rather awkward swings that can prove difficult to connect. Furthermore, the durability system removes his strong tools when his tomes or Levin Sword eventually break, forcing him to keep track of his usage of them: without his tomes, Robin becomes noticeably easy to approach due to a lack of zoning options, losing use of his recovery move at worst, and without the Levin Sword his range, damage output, and KO power drop due to him switching to the shorter and weaker Bronze Sword. With these factors, Robin has a high learning curve due to his fluctuating playstyle and durability system, being outmatched by faster, more mobile characters.

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 have a unique durability mechanic. When this is coupled with his possession of the slowest dashing speed in the game, a poor grab range with noticeable 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 that optimally plays thoughtfully and tactfully by pressuring and keeping foes at bay with his tomes while capitalizing on his opponent's mistakes with powerful magic or sword attacks.

One of his most potent weapons is the Levin Sword, which is a powerful, longer-ranged, and electrically-charged blade that functions as a terrific offensive tool due to its excellent pressure capabilities coupled with its high KOing and chaining potential. 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. In the air, Robin may punish aerial and post-recovery opponents by spiking them point-blank with the first shot of Elwind, his up special. Nosferatu is a self-healing move, however it is tricky to use as the opponent must be in almost point-blank range to land it. A reliable way to hit a skilled player with it is to capture them with Arcthunder and immediately strike them with Nosferatu. The move heals Robin more if cast from behind and while having a higher damage percentage than his opponent. Robin's down throw can rack up damage quickly until medium percentages, especially when combined with up tilt.

Robin's other weapons grant him 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 setups, and Thoron pierces through opponents and deals considerable knockback. Arcfire produces a trapping, multi-hitting pillar of flame that is instrumental for approaching or disrupting approaches, applying pressure, and chaining together attacks. After two hits of his jab, it can proceed into either a rapid wind jab or a singular fire explosion. The former repeatedly hits foes with wind all the way to the high-knockback finishing slash, while the latter three-step jab ends in a fiery blast with higher power and knockback. Also, Robin's weaker Bronze Sword has capacity for combos due to its weaker power and knockback. His neutral air covers both his front and back successively, which can be useful for spacing in the air. His down tilt can keep away grounded foes in front of him. Lastly, his discarded tomes and Levin Swords act as throwable projectiles that deal immense damage and shieldstun with high knockback. Properly managing Robin's discarded weapons is crucial for optimal play, as the opportunities they can potentially grant are significant.

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 foes, 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. His recovery, 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 customs, with his only notable options being the Thunder variants. Thunder+ has highly improved power across all stages, the projectiles have more range, with Elthunder and Arcthunder wasting very slightly less 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 stages, regarding both the projectiles' speed and charging, but the projectiles have less range and noticeably less power. All other custom moves have very situational advantages, and usually fail to compensate for their disadvantages.

Overall, Robin is a tactically-based fighter 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 bigger hitboxes for certain attacks. The knockback and ending lag on his down throw were also reduced, which consequently improved combo setups that use that move. Update 1.1.3 resulted in his down aerial's damage output was increased, his down smash and all of his aerials had their lag decreased, and a few of his moves having their hitboxes become bigger, most notably to 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, in the 1.1.5 update, Robin's jab, an extremely important part of his neutral game, was nerfed by having its base knockback increased, making Elwind near useless when the enemy properly uses directional influence, and even his Arcfire finisher can fail to hit, and due to the first two hit's ending lag, it fails to transfer from a jab to grab. To slightly compensate, though, Nosferatu comes out 1 frame faster, grabbing at frames 15-16, and has slightly less lag when broken out of, from 40 to 38 frames.

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 fixed.
  • Change Tomes no longer disappear when 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. This makes it better for follow-ups.
  • Buff Up throw deals 1% more damage: 8% → 9%.
  • Buff Forward aerial deals 1% more damage: 6.5% → 7.5% (Bronze), 11.5% → 12.5% (Levin).
  • Buff Levin Sword-based up smash's hitbox sizes increased: 3.2 → 4.3.
  • Buff Thunder and Elthunder deal 1% more damage: 3.5% → 4.5% (Thunder), 9.5% → 10.5% (Elthunder).
  • 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

Robin's tilts solely use the Bronze Sword, while his smash attacks use the Levin Sword (provided it is not broken). All his aerials except neutral aerial can use either sword—if Robin tilts a direction in midair, he'll 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, tilts, neutral aerial, dash attack, floor attacks, and edge attack.

Compared to the Bronze Sword, the Levin Sword deals significantly more damage and knockback with KOing potential. It also deals electric damage, has higher reach, freeze frames, and a lingering hitbox, dealing less damage if it hits late. Conversely, Robin's Bronze Sword has less reach, deals much weaker knockback and damage, while only hitting on one frame with less freeze frames. As an upside, the Bronze Sword combos effectively due to its weaker stats.


  Name Damage Description
Neutral attack   3% 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.
3%
5% (Arcfire finisher)
1% (Elwind loop), 2% (Elwind finisher)
Forward tilt   7.5% A sword slash angled downwards in a crescent shape. A quick spacing tool, but has poor reach, and low knockback.
Up tilt   6% An upward sword slash. Primarily an anti-air as it has almost no hitboxes at the side of Robin, and also is not particularly powerful knockback-wise, but can knock opponents into the air where Robin can start combos.
Down tilt   6% A very quick downward slash, with very low ending lag. Robin's fastest tilt, though lacking in range and knockback.
Dash attack   10% (clean), 6% (late) 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.
Forward smash   Bronze: 9.6%
Levin: 16% (clean), 5% (late)
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. This is remedied due to the Levin Sword's lingering hitbox, although this makes it unsafe if shielded. The Levin Sword version KOs around 100%, while the Bronze Sword KOs around 175%.
Up smash   Bronze: 9%
Levin: 15% (clean sword), 10% (clean body), 5% (late)
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%.
Down smash   Bronze: 8%
Levin: 15% (clean), 12% (mid), 8% (late)
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.
Neutral aerial   7% (hits 1-2) 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.
Forward aerial   Bronze: 7.5%
Levin: 12.5% (clean), 5% (late)
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 the 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%.
Back aerial   Bronze: 9%
Levin: 15% (clean), 5% (late)
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.
Up aerial   Bronze: 7.8%
Levin: 13% (clean), 5% (late)
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.
Down aerial   Bronze: 7%
Levin: 11% (clean), 12% (mid, aerial opponent), 10% (mid, grounded opponent), 5% (late)
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.
Grab   Uses magic to wrap the opponent in a magical-like whirlpool. Despite its animation, it has just average reach, unlike Greninja's similar grab, which has above average reach. Has fast start up like other characters standing grabs, but has the worst endlag of all non tether grabs in the game, making it punishable if missed. The pivot grab has surprising reach, but slightly more endlag than the standing grab, while the dash grab has even more endlag than the pivot grab, with less reach, giving Robin one of the worst dash grabs in the game, potentially on par with Ganondorf's.
Pummel   3% Zaps opponent with magic. Rather slow; in fact it is the second slowest pummel in the game, with only the Mii Swordfighter's pummel being slower. This means opponents can potentially break out of a grab at low percent's before Robin can throw them if he/she does even one pummel first. Pummeling once or twice is safer at higher percent's, however.
Forward throw   8% Magically flings opponent forward. Incredibly low knockback, although its ending lag is too high for any followups.
Back throw   11% 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.
Up throw   9% Sends the foe straight up.
Down throw   6% Slams foe down, bouncing them vertically. Extremely low base knockback and low ending 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, Robin can follow with an up aerial for a safe KO, reminiscent of Diddy Kong's "Hoo Hah", although proper DI and a timed air dodge can prevent this followup.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Swipes forward with the Bronze Sword, then back.
Floor attack (back)
Floor getups (back)
  7% Swipes backwards with the Bronze Sword, then forwards.
Floor attack (trip)
Floor getups (trip)
  5% Slashes with the Bronze Sword behind himself, then forwards.
Edge attack
Edge getups
  7% Climbs up and pokes the opponent with the Bronze Sword.
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 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 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 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.
Custom 1 Thunder+ 5% (Thunder), 11% (Elthunder), 5% (Arcthunder), 1.2%/3.5% (Thoron) Robin casts more powerful lighting magic. More powerful overall, but charges slower and has less durability.
Custom 2 Speed Thunder 2% (Thunder), 5% (Elthunder), 2.5% (Arcthunder), 1%/10% (Thoron) Robin casts faster lighting magic. Weaker overall, but it is faster and the tome's durability is unchanged.
Side special Default Arcfire 1% (shot), 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.
Custom 1 Arcfire+ 2% (shot), 8%/7% (explosion) 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.
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% (shot 1 clean), 5% (shot 1 late), 5% (shot 2) 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.
Custom 1 Soaring Elwind 5% (shots 1 and 2) Robin alters the lifting power of each gust. The first one has less recovery potential, but the second has much more. Each wind blade takes significantly longer to cast.
Custom 2 Gliding Elwind 7% (shot 1 clean), 5% (shot 1 late), 5% (shot 2 clean), 4% (shot 2 late) Casting 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 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.
Custom 1 Distant Nosferatu 0.6% (per hit) Grabs opponents further away instead of at close range, with less damage and healing power. The move is additionally slower.
Custom 2 Goetia 1% (per hit, 19% maximum) Robin casts the strongest dark tome, Goetia, on an opponent. Does 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, 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.

Durability system

Robin has a unique mechanic: true to the Fire Emblem series, where items break after being used too many times, most of Robin's weapons break if they are used too often, with differing weapons having a different number of uses. 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. Robin always carries the last weapons he used in his hands, provided they are not depleted. As an additional visual indicator for durability, weapons with two-thirds of their uses depleted 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 similar manner to one of his idle poses.

If Robin depletes all of the uses of a weapon, he'll throw the broken weapon away behind him. In the case where Robin is sent flying by knockback immediately after depleting a weapon, he'll 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% 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. If Robin doesn't have the proper tome for corresponding special the move and tries to perform it, Robin will perform the animation but won't produce any hitboxes. For his Levin Sword, all such attacks will instead use his Bronze Sword, which cannot break, but has poorer range, damage output, and knockback than his Levin Sword, and also lacks the Levin Sword's lingering electrical hitboxes. Weapons restore gradually after they have broken, with their restore times varying on the type of weapon. Respawn times are unaffected by custom movesets.

  • 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 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.
  • Arcfire has 6 durability points. Arcfire and his neutral attack finisher use 1 durability point each. Arcfire respawns 10 seconds after breaking.
  • Elwind has 9 durability points. Elwind uses 1 durability point and his infinite jab uses 1 durability point every 2 seconds. It respawns 6 seconds after breaking.
  • Nosferatu has 4 durability points. 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.

Durability points 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.

On-screen appearance

  • Warps onto the stage using warp magic with a twirl.
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: 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", and 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", while 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", while 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's Final Smash has been used 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. This clip is unusually unused 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
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Robin wielding the Levin Sword as an item
alongside the Bronze Sword
  • When Robin's Levin Sword runs out, he can still catch and carry it around as a throwing weapon. While he is still holding it, his next sword can regenerate in his other hand, 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, and the only Fire Emblem character with a neutral special move that auto-charges, and 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; 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 their counterparts 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 of Robin's reveal is a day prior to the release of Fire Emblem: New Mystery of the Emblem in Japan in 2010, and two days prior to the release of Fire Emblem in Europe in 2003.