Super Smash Bros. Ultimate

Robin (SSBU)

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Revision as of 12:44, January 23, 2019 by Jackson (talk | contribs) (→‎Trivia: An addendum to Robin’s fighter spirit trivia.)
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This article is about Robin's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Robin.
Robin
in Super Smash Bros. Ultimate
Robin SSBU.png
FireEmblemSymbol.svg
Universe Fire Emblem
Other playable appearance in SSB4


Availability Unlockable
Final Smash Pair Up
Robin (SSBU)
A fighter that wields the Levin Sword and four different Tomes! Like in the original game, these weapons can only be used a certain number of times, so keep a close eye on the battle situation. Both the male and female versions of Robin are available, so you can choose your favorite.
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Robin (ルフレ, Reflet) is a playable character in Super Smash Bros. Ultimate who was confirmed as a playable character on June 12th, 2018. As in the previous game, both male and female versions of Robin are playable, although the male Robin is showcased in promotional material and used as the default palette swap for the character. Robin is classified as fighter #56.

David Vincent and Lauren Landa's potrayals of both male and female Robin from Smash 4 were repurposed for Western editions of Ultimate, respectively.

How to unlock

Complete one of the following:

  • Play VS. matches, with Robin being the 53rd character to be unlocked.
  • Clear Classic Mode with Kirby or any character in his unlock tree, being the fifth character unlocked after Zelda.
  • Have Robin join the player's party in World of Light.

With the exception of the third method, Robin must then be defeated on Castle Siege.

Changes from Super Smash Bros. 4

Robin has been given a mix of buffs and nerfs from his transition to Ultimate. He has received significant improvements to his notably poor mobility: Robin’s walk speed, air speed, and most notably run speed (which was the slowest in Smash 4) are all faster, allowing him to catch up or escape from opponents. The universal reduction to landing lag now gives him safer landing options (especially with the Levin Sword's high shieldstun), and the universal frame 3 jumpsquat allows Robin to take advantage of extremely powerful aerials. When his Levin Sword expires, Robin can now attack to speed up the process of its recharge, reducing the downtime experienced while forced to use the Bronze Sword.

Several attacks have reduced lag or increased KO power, while most formerly situational attacks are more effective due to altered hitboxes: up tilt now has grounded hitboxes, and up smash has much better horizontal reach above Robin, significantly improving their reliability. Neutral aerial can now use the Levin Sword, giving it much better utility. Robin's neutral attack, a staple in the neutral game, also fares significantly better due to the improvements to neutral attacks, with the first two hits now being capable of locking; the Elwind infinite connects significantly better, and the Arcfire finisher transitions earlier, while using half the durability it used to in Smash 4.

Robin's special moves have been heavily revamped. With the exception of the uncharged version, all versions of Thunder hit much harder and now function as effective KO moves, especially Thoron; the move can now also be charge-canceled by jumping. Arcfire is much harder to escape from and travels further, making it even more effective for combo initiating. Elwind can have its trajectory significantly altered and grants more distance, recharges faster, and pushes opponents if the wind blades hit the ground. Finally, Nosferatu has slightly more range, heals and deals damage at a faster rate, and has less uses, allowing it to generate a used tome much faster.

However, Robin's nerfs are also notable. The biggest change is to the Levin Sword, which he no longer starts with at the start of a new match, forcing several seconds of downtime while before the Levin Sword is usable. Robin's most effective tools have also been nerfed: Arcthunder's significantly lower looping duration now prevents followups unless initiated at a distance, Arcfire is now canceled by any other projectile and has a smaller flame pillar, Elwind has lower uses, and down throw has increased knockback, reducing the percent range in which combos (such as the "Checkmate", a down throw to up aerial) can be performed. Finally, Robin still possesses innate flaws that have yet to be addressed, such as a very poor grab, problems with escaping pressure due to his hitboxes, and passable mobility despite the buffs received.

Overall, Robin has gained many new KO options, and has gained new benefits that patch up issues that previously plagued him in Smash 4, but at the cost of most of his defining tools being less effective. As a result, it is unknown how he now fares compared to the rest of the cast.


Aesthetics

  • Change As with all veterans returning from SSB4, Robin's model features a more subdued color scheme. Both genders have hair that is more stylized, and eyes that appear sharper.
  • Change The player can now see how many uses Robin's Levin Sword and each Tome has, located above his icon on the HUD.
  • Change Several of Robin's alternate costumes have different hair colours that no longer match the colour of Robin's coat. For example, Male Robin's green costume now has light brown hair and Female Robin's red costume has blonde hair. These typically reference other Fire Emblem characters rather than just Robin's own customization options.
  • Change Robin shares a new victory theme with Lucina that is based off "Id (Purpose)" from Fire Emblem Awakening.
  • Change Robin's victory poses have been altered:
    • Change His hand-waving victory pose now causes flames to swirl from both hands.
    • Change His sword-swinging victory pose no longer generates a sword trail.

Attributes

  • Buff Like all characters, Robin's jumpsquat animation now takes three frames to complete (down from 7).
  • Buff Robin runs faster (1.15 → 1.265).
    • Buff Robin's initial dash is faster (1.5 → 1.815).
  • Buff Robin's air speed is faster (1 → 1.05).
  • Nerf Robin does not start the match with his Levin Sword, instead having to wait some time for it. This only occurs on his first stock, as subsequent stocks start with it. [1]
  • Change The particle effect of Robin regaining his tomes and sword are more opaque, making it much easier to tell when his tools recharge.
  • Buff Robin can now use aerials and smash attacks to speed up the process of recovering the Levin Sword.
  • Nerf Discarded tomes do significantly less damage (18% → 12.3%) and knockback when thrown.

Ground attacks

  • Neutral attack:
    • Change First two hits of neutral attack have altered animations.
    • Buff Neutral attack's fire finisher has a reduced cost, allowing for 12 uses before recharging as opposed to 6 in SSB4. The attack also comes out much faster (frame 10 → 6).
    • Buff Neutral attack fire finisher deals more knockback (KOs Mario 138→108 at the edge of Final Destination).
    • Buff Neutral infinite has reduced startup.
    • Buff Neutral infinite keeps opponents on the ground while hitting them, like other neutral infinites in Ultimate. This allows it to connect much more reliably, especially compared to others, as it could be escaped relatively easily in SSB4.
    • Nerf Neutral attack deals less damage (3%/3%/5% → 2%/1.5%/5%), and the wind tome's hits deal less damage per hit (1% → 0.7%)
    • Change Neutral infinite has altered particles.
  • Up tilt:
    • Buff Up tilt has less endlag (36 frames → 33).
    • Buff Up tilt now starts from ground level, allowing it to hit enemies in front of him.
    • Buff Up duration lasts much longer, due to the the grounded hitbox lengthening the full animation.
  • Dash attack:
    • Buff Dash attack has significantly less endlag (50 frames → 42).
  • Forward smash
    • Buff Forward smash deals slightly more knockback.
  • Up smash:
    • Buff Up smash has an altered animation whilst holding Levin Sword. Robin's sword now levitates out of his hand and does a twirl before raising upward. This significantly increases its hitbox size, and the move is now capable of hitting opponents on the ground and behind him. Its larger hitbox also allows it to combo reliably from down throw at 0%. [2]

Aerial attacks

  • Buff All aerials have less landing lag (neutral: 18 frames → 11, forward: 18 frames → 11, back: 19 frames → 11, up: 18 frames → 11, down: 26 frames → 16).
  • Neutral aerial:
    • Buff Robin can now use his Levin Sword for his neutral aerial. Like his other aerial attacks, this gives it more power, range and an electric effect.
    • Nerf Neutral aerial Levin Sword uses durability as a result of the change.
    • Change The player can hold both the special move and attack buttons at the same time to switch to the Levin Sword while using a neutral air. This only works if the player has the A+B Smash Attack control option enabled.
  • Forward aerial:
    • Buff Levin Sword forward aerial deals more knockback (KOs Mario 118→105 at the edge of Final Destination).

Throws/other attacks

  • Grab:
    • Change A halo-like indicator now appears during Robin's grab, visualizing its range. This halo also appears when he successfully grabs an opponent.
  • Back throw:
    • Buff Back throw has significantly more knockback (KOs Mario 165→125 at the Edge of Final Destination).
  • Down throw:
    • Nerf Down throw has significantly increased knockback. While it is now capable of KOing below 200%, it has less effective follow-up potential at mid percents.

Special Moves

  • Thunder:
    • Change Thunder charges now appear as a shrinking circle, with each stage shrinking until resizing into the next stage with a different color. This makes it easier to tell what level Thunder is at.
      • Change Thunder charges are now denoted by different colors: aqua for Thunder, yellow for Elthunder, and purple for Arcthunder.
      • Change The covers for Thunder's tomes now change to denote the charge levels of the move.[1]
    • Nerf Thunder, Elthunder, and Arcthunder have 1 frame more of start up lag (frame 11 → 12).
    • Buff Thunder can now be charge-canceled midair by jumping.
    • Buff Thunder deals more damage (4.5% → 5.5%).
    • Change Elthunder has a dark purple color compared to how it was in SSB4.
    • Buff Elthunder deals more damage (10.5% → 11%) and thus more knockback, KOing earlier.
    • Buff Arcthunder deals significantly more damage (10% → 23.6%) and knockback, now being a viable KO move.
    • Nerf Arcthunder keeps opponents in place for a much shorter time. As a result, he can no longer act fast enough to follow up with the trapping hits, unless the move connects at a short distance.
    • Buff Thoron deals much more knockback, making it a powerful KO move at 105% or above.
  • Arcfire:
    • Buff Arcfire's projectile travels further in midair.
    • Buff Arcfire deals more damage (10% → 15.0%).
    • Buff Arcfire is much harder to escape.
    • Nerf Arcfire's pillar of fire is smaller than before.
    • Nerf Arcfire's pillar no longer activates when hitting another projectile.
  • Elwind:
    • Change Elwind projectiles are thicker and more opaque.
    • Buff Elwind's projectiles can now be angled, letting him go twice in the same direction, improving his horizontal recovery and making his recovery less linear. Additionally, the move has been sped up and can travel further horizontally.
    • Buff Elwind sends Robin much higher.
    • Buff Elwind projectiles now push opponents away when they hit the ground.
    • Buff Elwind recharges faster (6 seconds → 4 seconds).
    • Nerf Elwind has fewer uses before needing to recharge (9 → 5).
    • Buff When using Elwind while depleted, Robin will now gain a short upward boost upward, slightly improving his chance of recovery.
  • Nosferatu:
    • Change Nosferatu is more opaque and has fewer particles, now looking more like a dark whirlpool instead of a cloud of particles.
    • Buff Nosferatu has slightly more range.
    • Buff Nosferatu's hits have been sped up, allowing him to heal and deal damage at a faster rate than before.
    • Buff Nosferatu has significantly less endlag (56 frames → 50).
    • Nerf Nosferatu has reduced uses (4 uses → 3).
      • Buff Nosferatu recharges faster (40 seconds → 30) This combined with the reduce of endlag, allows him to expend its uses and use the book as a throwing item notably faster than before.
    • Change Nosferatu now deals and heals a fixed amount of damage, regardless if used on an opponent's back or not. As a result, it is more consistent when it lands (especially due to its situational use), but no longer rewards positioning with added healing.

Moveset

  • Robin cannot immediately use his Levin Sword: he must wait for its durability meter to reach maximum capacity. This only occurs on his first stock, as subsequent stocks start with it.
  • Robin's tilt attacks solely use the Bronze Sword, while his smash attacks use the Levin Sword, provided it is not broken. His aerials 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, he will use the Levin Sword.
    • Robin can now also use the Levin Sword for his neutral aerial by pressing the attack button and the special move button simultaneously. However, this only works if the player has the A+B Smash Attack control option enabled.
  • 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, dash attack, floor attacks, and edge attack.
  • KO'ing opponents will hasten the reload time of all of his weapons.
    • Using aerials and smash attacks will hasten the recharge time of his Levin Sword.

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack   2% An upward slash followed by a downward slash. The move can then proceed to a third finishing hit or into a neutral infinite, depending on whether the attack button is held or button mashed. The former is a fiery explosion, and the latter is a barrage of blade-shaped blasts of wind magic that hits multiple times and ends with a more powerful blast. Each of the third hits consume durability of the Arcfire and Elwind tomes, respectively. If both tomes are depleted, Robin will only be able to use the first two sword slashes.
1.5%
5% (Arcfire)
0.7% (Elwind loop), 2% (Elwind final hit)
Forward tilt   7.5% An outward turning, downward slash.
Up tilt   6% An inward turning, upward slash.
Down tilt   6% A crouching, outward slash.
Dash attack   10% (clean), 6% (late) Slides forward, thrusting the Bronze Sword at a low angle.
Forward smash   Bronze: 9.6%
Levin: 16%
An underhanded outward thrust.
Up smash   Bronze: 9%
Levin: 10% (early), 15% (clean), 10% (late)
The animation differs depending on the sword that is used: if it is the Bronze Sword, Robin thrusts it upward. If it is the Levin Sword, Robin levitates it out of his hand, and twirls it before raising it upward. The Levin Sword version of his up smash has great coverage, capable of hitting opponents on the ground and behind Robin. Its large hitbox also allows it to combo reliably from down throw at 0%.
Down smash   Bronze: 8%
Levin: 15% (clean), 12% (late)
Kneels and strikes the floor via a slash with his equipped sword. The Levin Sword generates brief sparks on both sides of Robin, which can hit opponents even after he starts getting up, thus warding off punishment attempts on either side of him.
Neutral aerial   Bronze: 6.9%
Levin: 11.5%
An inward slash in front of him, followed by an outward slash behind him. If the special move and attack button are pressed (provided the A+B control setting is turned on), Robin will switch to the Levin Sword. The Levin Sword version of this move deals increased damage and covers both sides with increased range. Unlike in Smash 4, using neutral air will not put away the Levin Sword.
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. It has very poor KO potential with the Bronze Sword, but its knockback makes it easy to combo with, usually into itself, or other aerials.
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.
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 one of Robin's most effective aerials with the Levin Sword due to its massive range and KO potential. It has lingering hitboxes with the Levin Sword.
Down aerial Bronze: 7.8%
Levin: 11% (clean), 8% (late)
A downward slash. It also hits slightly in front of Robin. The sweetspot in the middle of the Levin Sword can meteor smash while it is swung down, while the Bronze Sword cannot meteor smash at all. The move has a lingering hitbox if the Levin Sword is used.
Grab   Wraps the opponent in a whirling stream of magic. The grab's range is visualizing by a halo. This halo also appears when Robin successfully grabs an opponent.
Pummel   1.5% A small blast of magic. Although weaker, it is also much faster compared to its previous iteration.
Forward throw   8% Magically shoves the opponent forward.
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.
Up throw   9% Magically heaves the opponent upwards.
Down throw   6% Magically slams the opponent onto the ground, launching them vertically upward. Its knockback has been increased from the previous game, which allows for KOs below 200%. However, this removes Robin's ability to perform effective follow-ups at 100% or higher.
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% Same as his frontal floor attack, but strikes backwards first.
Floor attack (trip)
Floor getups (trip)
  5% Same as his back floor attack.
Edge attack
Edge getups
  9% Performs a thrust with the Bronze Sword while climbing up.
Neutral special Thunder 5.5% (Thunder), 11% (Elthunder), 23.6% (Arcthunder), 15.6% (Thoron), 18.2% (Thoron, held) 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 stronger ball of lightning with more range) which is cast when briefly charged, then Arcthunder (a gradually accelerating and multiple hitting sphere), and finally Thoron (a long-ranged, powerful and electrical energy beam) when fully charged. Thoron deals more damage if the special button is held. Both Arcthunder and Thoron are very powerful, with Arcthunder KOing at 120% from the edge of Final Destination, and Thoron doing so at 90%. Like other chargeable moves, Robin can cancel the charge with a jump, airdodge, or offensive option.
Side special Arcfire 2% hit 1), 1.2% (hits 2-8), 4% (hit 9) 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 usually hits 8 times, but can hit 9 times if an opponent does not mash out of the looping hits. 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.
Up special Elwind 5% (first blade), 7% (second blade) Robin casts wind magic twice below himself from his Elwind tome, which propels him into the air. Elwind's projectiles can be angled, letting Robin go twice in the same direction, giving him great horizontal recovery. If used while depleted, Robin will gain a short upward boost upward, slightly improving his change of survival. Each wind blade generates a push effect on impact with the ground.
Down special Nosferatu 2% (loop) 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. Nearby opponents will take damage as well.
Final Smash Pair Up 3% (initial hit), 26% (combo), 18% (final hit) 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. Upon successful use, all of Robin's weapons (including the ones that have yet to break) will have their durability restored.

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. If Robin attempts to use an attack that uses durability-affected weaponry and is interrupted by an attack while attempting to use it, then that will count as one use of the weapon, even if no damaging hitbox is produced. Robin always carries the last weapons he used in his hands, provided they are not depleted. The amount of remaining durability is displayed in the form of a bar that appears above his icon on the HUD. 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. These poses can be cancelled.

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. The discarded weapons can also lock if Z-dropped on an opponent.

If Robin does not have the proper tome for a given special 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, which is displayed as the meter refilling its units. When Robin scores a KO, it reduces the respawn timer for all currently-regenerating weapons by a small amount. Alternatively, aerials and smash attacks will hasten the respawn time for the Levin Sword.

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.

Note: All weapons' durability meters are composed of 20 "units". However, different weapons can only be used so many times.

  • Even if Thunder has less durability than the desired spell requires, it can still be performed, though the tome will be immediately depleted afterward. Thunder respawns after 10 seconds, minus 1.5 seconds per KO.
    • Thunder consumes 1 durability unit. Thunder can be used 20 times by itself before the tome breaks.
    • Elthunder consumes 3 durability units. Elthunder can be used 7 times by itself before breaking the tome.
    • Arcthunder consumes 5 durability units. Arcthunder can be used 4 times by itself before breaking the tome.
    • Thoron consumes 8 durability units. Thoron can be used 3 times by itself before breaking the tome.
      • If Kirby copies Robin, he will lose the Copy Ability altogether once he consumes all of his Thunder's 20 durability units.
  • Arcfire consumes 3.3 units of durability, while neutral attack hit 3 consumes 1.67 units. Arcfire can be used 6 times before breaking the tome, while neutral hit 3 can be used 12 times. Arcfire respawns 10 seconds after being depleted, minus 1 second per KO.
  • Elwind consumes 4 units of durability (2 per blast), while his neutral infinite uses 2 durability units for every second. Elwind can be used 5 times before breaking, while his neutral infinite will last 10 seconds before breaking. It respawns 4 seconds after being depleted, minus 2 seconds per KO.
  • Nosferatu consumes 6.67 units of durability. Nosferatu can be used 3 times before depletion. It respawns 30 seconds after being depleted, minus 1 second per KO.
  • Levin Sword consumes 2.5 durability units, breaking after 8 uses. It respawns 6 seconds after breaking, minus 3 seconds per KO, and minus 1 second for every aerial and smash attack ussd.

Classic Mode: Thunder and Flames

Robin fights in 2-on-1 battles against one electricity and one fire-affiliated fighter.

Round Opponent Stage Music Notes
1 Pichu and Charizard Pokémon Stadium Prelude (Ablaze) Charizard's Pokémon Trainer is absent.
2 Zero Suit Samus and Roy Coliseum Winning Road - Roy's Hope
3 Pikachu and Incineroar Pokémon Stadium 2 Destiny (Ablaze)
4 R.O.B. and Ken Norfair Conquest (Ablaze)
5 Dr. Mario and Bowser Mushroom Kingdom II Duty (Ablaze)
6 Robin Arena Ferox Id (Purpose)
Bonus Stage
Final Master Hand Final Destination Master Hand On intensity 7.0 and higher, Crazy Hand fights alongside Master Hand, and the track Master Hand / Crazy Hand plays during the battle.

Note: Every round except the bonus stage and boss plays a track from Fire Emblem.

Role in World of Light

Although neither gender of Robin appears in the World of Light opening cutscene, they were vaporized and later imprisoned alongside the rest of the fighters (sans Kirby) when Galeem unleashed his beams of light.

Male Robin was one of the many fighters that fell under Dharkon's control upon Galeem's first defeat. He can be found in the Dracula's Castle sub-area as the last fighter to be awakened aside from Richter before confronting Dracula; a ghost blocks Robin on the ladder below, and if Wario had been previously awakened by rotating the lever blocking him, said lever must be switched back to its original orientation for the cannon to ricochet off and destroy the ghost.

Spirits

Robin's Fighter Spirits can be obtained by completing Classic Mode. They are also available periodically for purchase in the shop for 500 coins. Unlocking Robin in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As Fighter Spirits, they cannot be used in Spirit Battles and are purely aesthetic. Unlike most fighters, the Spirits for Robin only use their artwork from Ultimate, rather than also having alternative artwork from a previous appearance.

Alternate costumes

Palette swap (SSBU)
Robin (SSBU) Robin (SSBU) Robin (SSBU) Robin (SSBU) Robin (SSBU) Robin (SSBU) Robin (SSBU) Robin (SSBU)

Gallery

Character Showcase Video

Trivia

  • Female Robin's pose in her official art resembles the third hit of her Arcfire neutral attack.
  • Despite now being a playable character, Chrom still appears in Pair Up and Robin's victory poses, even if Chrom is in the fight with him.[2]
  • Male Robin will sometimes say the quote: "Lucina, I hope I didn't hurt you." when fighting against Lucina. However, this may occur even when his opponent is entirely someone else.
  • Robin is the only character who travels to Mushroom Kingdom II in Classic Mode.
  • Robin, along with Cloud, Wii Fit Trainer, and Pokemon Trainer, is the only character to have their Fighter Spirit be only their artwork in the game and not from their original game.
    • A possible explanation could be Robin has no official artwork of them in Fire Emblem Awakening as they are a customizable avatar and don't appear on any promotional material compared to Corrin, as Fire Emblem Awakening, the game where Robin originates, mainly features Chrom and Lucina instead.
  • Interestingly, both the thigh armor and leg warmers around Robin's boots appear to have back-face culling applied to them, as they do not appear when seen from the inside. This oddity was not present in either gender's SSB4 in-game models or in their official Ultimate artworks.

References