Infinity-Soul

Robin - Pit MU by Knepsis

Apr 22nd, 2017
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  1. First mistake people always make is assume he's a projectile zoner
  2. Robin has amazing projectiles but he will not usually be using them to zone as they have better utility and aren't great agaiinst most fast characters
  3. so his main zoning tool will be fair
  4. levin fair is kinda insane
  5. it is extremely disjointed, does really good damage, combos, kills, has electric properties making it really good on shield...
  6. both ac fair and landing fair are -9 on shield
  7. wich coupled with their good range means they're basically safe on shield
  8. robin will go for frame traps on your shield drop
  9. if they fair your shield they will often jab
  10. since their jab is the fastes sword based jab in the game
  11. and has great potential rewards
  12. jab is frame 4
  13. so always be on the lookout for that
  14. the ideal situation of for robin not to fair your shield
  15. bc they can then condition holding shield with jab and proceed to grab you
  16. that's fair
  17. robin's secondary zoning/baiting tool is bair
  18. landing bair also -9 on shield
  19. but it has a lot more range than bair and a fair bit more knockback
  20. if robin does landing bair they will be too far to follow up usually, which means you can just reset neutral
  21. the next super scary move robin has are the thunder variants
  22. they all have their uses
  23. the stages are :
  24. 1: thunder
  25. 2: elthunder
  26. 3: arcthunder
  27. 4: thoron
  28. thunder is usually used as a poke against slow characters
  29. it stops them on their tracks and just annoys them, possibly forcing a mistake
  30. if they're using it against pit you can powershield and da
  31. next is elthunder
  32. elthunder does solid damage, solid knockback
  33. no reall follow ups on it
  34. this is robin's goto zoning projectile
  35. it's not amazing as it takes some time to charge, but it does the job
  36. if the're using it to zone just walk towards robin while powershielding them
  37. next is arcthunder
  38. by far the best of the thunder spells
  39. robin's goal in most mus (including pit) will be to charge up to this
  40. the move starts out slow and speeds up at medium range
  41. at close range it beats everything except for roll back
  42. once it's sped up you can spot dodge it
  43. at close range it's best to roll through it or jump over it
  44. fh ad backwards (to avoid robin hitting you with the levin sword) is the safest way to jump through it
  45. this move is insane
  46. if the move hits you or your shield at anything other than far range then robin can get a grab or combo from it
  47. if you do actually get hit by it then you can technically sdi up to avoid the grab
  48. the things that robin willl do from arcthunder will be: grab, fair, nosferatu, dair
  49. arcthunder -> dair is called ignis
  50. it uses knockback stacking to create a ridiculously strong semi spike
  51. at the ledge sheik dies at 40 to ignis
  52. for comparaison
  53. nosferatu will usually be used if they're at high percent ad you're at low/mid percent as it heals more the bigger the percent difference
  54. i know fox can dash attack robin if he gets hit by nosferatu while robin is in endlag, howerver i don't think ours is fast enough, which means it's safe on hit
  55. grab and fair are pretty self explanatory
  56. lastly thoron
  57. thoron is an amazing presure tool
  58. just habing it makes robin's opponents scared
  59. it's a laser that goes the entire screen
  60. robin can choose to extend it or not
  61. they will usually extend it though as there are no real disadvanntages to it
  62. if you're familiar with the character you can actually react to thoron, but if you're not then you'll usually have to predict it
  63. or stay at reaction range
  64. thoron will usually be used in one of 2 situations: 1st as a whiff punish or 2nd as an edge garding tool
  65. if robin has thoron be very careful about whatyou do
  66. even if you're in the other side of the stage
  67. bc thoron will come at you if the robin sees you
  68. when you're high offstage, and robin forces you to drop past the ledge then they might go for the thoron
  69. if you don't airdodge it you will probably die
  70. if you do airdodge, then you will have to recover low, which robin can intercept pretty well
  71. i should add that elthunder might also be used to do this, but you'll need to be closeish to the ledge
  72. there are a couple set ups into thoron, but they're not likely to come up
  73. frame sync bair into reverse thoron and dthrown book into thoron at like 30, but again not common(edited)
  74. arcfire
  75. arcifre is garbage as a zoning tool against everyone except ganon
  76. the mve has a ton of lag and cna be easily punished by most characters
  77. the best ways to punish are jumpng over it once it's landed, or rolling trhough it before/after it lands
  78. arcfire really shines once robin's opponent is at disadvantage
  79. it's ok to catch landings, but it's best at ledge trapping
  80. an arctunder placed at the ledge will force you to roll in
  81. all other options loose to it
  82. and robin will be at the perfect distance to punish that roll
  83. if they misspace it then waiting it out is best
  84. otherwise you can try to wait fro it to run out by using up all of your invincivility and then getting up
  85. arcfire can be rolled out of, but it will sometimes still hit you
  86. the best time to roll out is usually before the final hit
  87. but because of how multi hits work in smash that can just maek you get hit
  88. it's also dependent on your roll
  89. some characters are much better at getting out than others
  90. if the cneter of arcfire hits you, then rolling out will probably get you hit
  91. only try to roll out if you are at checkmate percent or are very close to the sides
  92. knowing what to do when you get grabbed is bery important in this mu
  93.  
  94. at very low percents (not quite at 0, you can nair or jump out sometimes) dthrow to jab is guaranteed
  95. if they go for the rapid jab then you shuld sdi up and jump out
  96. don't sdi out as the last hitbox has extra range
  97. fire jab is usually safer,which you just have to take
  98. at low percents, dthrow uptilt is true
  99. it's just free damage for robin
  100. they can try to get a second one it's however not true, so jump ad out
  101. at mid- high percents, robin doesn't have great follow ups
  102. dthrow nair is true, but not a great combo
  103. however right after that is checkmate
  104. and checkmate is what makes robin scary
  105. checkmate percents for pit are 95 to 128
  106. it can sometimes true combo before than, however it will not kill
  107. whatever you do
  108. do
  109. not
  110. air
  111. dodge
  112. out
  113. of
  114. check
  115. mate
  116. at
  117. true
  118. percents
  119. it's true
  120. it's not a 50 50 until past 128
  121. if you ad the robin can ff andac the upair and regrab you
  122. or if they know you ad they will sit there and charge a smash
  123. also don't ad before checkmate kill percent
  124. or before it's true
  125. it will get you killed via smash attack
  126. or regrabbed
  127. which has the same effect
  128. in general don't ad out of robin's dthrow stuff
  129. you'll just eat a bigger punish
  130. the other relevan throw is bthrow
  131. it's a kill throw once checkmate stops being true
  132. if robin has thoron they will sometimes try to fthrow to thoron as a di mixup for dthrow, but it's not true and shoudl not hit you unless you're sleeping
  133. especially as pi
  134. di for dthrow is up and out
  135. and then try to jump out
  136. for bthrow it's in and down
  137. for other moves, robin doesn't really have any other broken moves, just those above
  138. worth pointing out, dtilt has basically no lag, late hit upair is positive on shield, dair is kinda garbage
  139. late hit upair is not good though bc it has too much startup
  140. ok so now onto neutral
  141. robin's will have one of 2 goals: camping or playing the pressure/trappping game
  142. the first one i;ve already kinda explained how to deal with above, powershield elthunder, roll/jump through arcfire and hit them
  143. it's worth keeping in mind that then can jump out of thunder charge
  144. which put's fair on the table
  145. but robin's jumpsquat is horrible, so it won't be super fast
  146. the campy robin is not really good unless they're up against character with horrible mobility
  147. the pressure oriented robin's first priority should always be charging arcthunder
  148. an keeping it stored
  149. with a stored arcthunder they can use fair bair nad dtilt to pressure your shield and start combos
  150. once they've conditioned you into shielding/attacking, they will arcthunder you/your shield at checkmate percent and kill you
  151. they could also archunder at other percents for damage(edited)
  152. robin's grab is bad, so they will not often go for the raw grab
  153. lulzoco ~ ☆ - Today at 9:24 PM
  154. Knepsis pls
  155. knepsis - Today at 9:24 PM
  156. especially since people are really scared of it
  157. advantage:
  158. onc erobin gets you into the air/the corner they will use their aerials/tomes to keep you in the air
  159. fair upair and bair are really good
  160. and the spells will usually catch landings
  161. your best bet to get down is to run away form robin and try to land
  162. going to ledge is an option but then you have to deala with arcfire ledge traps
  163. getting off ledge i explained when talking about arcfire
  164. worth noting, thunder variants are also good at keeping you at ledge, and make ledge trapping even more deadly(edited)
  165. when recovering you need to mix up your recovery
  166. horizontal recovery is the safest, but it can get beaten out
  167. if you do telegraph your recovery expect to get elwind spiked to death
  168. also if you hover at around the ledge roin will arcfire you for it, so don't stall too much too close with your jumps
  169. advantage:
  170. robin is bad at landing
  171. you will woant to use upair, uptilt and upsmash to keep them in the air
  172. dash attack isn't great because it puts you in the threat bubbles of fair and bair
  173. robin will usually rethreat to ledge
  174. if they don't have a jump then their recovery is super linear and easily interceptable
  175. also it runs out after 9 times
  176. dair, nair, fair and bair are all god for edge guarding a jumpless robin
  177. if they have a jump they could jump aerial, which will uaully give them enough time to get back to the ledge if it connects, maybe even killing you
  178. the most common ones are fair and upair
  179. if they have thoron, they will die if they use it offstage, but all other thunder variants can be used safely(edited)
  180. do not fall for jump airdodge baits, as they will forllow them up with an elwind spike
  181. oh also charges:
  182. levin has 8, takes 10 seconds to come back
  183. thunder has 20 charges, and each projectile uses a different amount:
  184. thunder: 1
  185. elthunder: 2
  186. arcthunder: 5
  187. thoron: 8
  188. if hey have any amount of charges left, they can still use all of them, te thunde rtome takes 12 seconds to come back
  189. arcfire has 6 charges, which are shared with fire jab, it takes 12 seconds to respawn
  190. nosferatu has 4 charges and takes 40 seconds to come back
  191. elwind has 18 charges(uses 2 per up b), and is shared with wind jab, takes 7 seconds to come back
  192. if robin drops a book or the sowr, they will pick it up unless they're mid combo, this is a ridiculously storng projectile than is fast oos, and kills, so be on the look out for it(edited)
  193. and yes you can reflect elwind to spike robin
  194.  
  195. tl;dr: robin uses arcthunder to get grabs, fair and bair to pressure, never ad out of dthrow
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