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- First mistake people always make is assume he's a projectile zoner
- 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
- so his main zoning tool will be fair
- levin fair is kinda insane
- it is extremely disjointed, does really good damage, combos, kills, has electric properties making it really good on shield...
- both ac fair and landing fair are -9 on shield
- wich coupled with their good range means they're basically safe on shield
- robin will go for frame traps on your shield drop
- if they fair your shield they will often jab
- since their jab is the fastes sword based jab in the game
- and has great potential rewards
- jab is frame 4
- so always be on the lookout for that
- the ideal situation of for robin not to fair your shield
- bc they can then condition holding shield with jab and proceed to grab you
- that's fair
- robin's secondary zoning/baiting tool is bair
- landing bair also -9 on shield
- but it has a lot more range than bair and a fair bit more knockback
- if robin does landing bair they will be too far to follow up usually, which means you can just reset neutral
- the next super scary move robin has are the thunder variants
- they all have their uses
- the stages are :
- 1: thunder
- 2: elthunder
- 3: arcthunder
- 4: thoron
- thunder is usually used as a poke against slow characters
- it stops them on their tracks and just annoys them, possibly forcing a mistake
- if they're using it against pit you can powershield and da
- next is elthunder
- elthunder does solid damage, solid knockback
- no reall follow ups on it
- this is robin's goto zoning projectile
- it's not amazing as it takes some time to charge, but it does the job
- if the're using it to zone just walk towards robin while powershielding them
- next is arcthunder
- by far the best of the thunder spells
- robin's goal in most mus (including pit) will be to charge up to this
- the move starts out slow and speeds up at medium range
- at close range it beats everything except for roll back
- once it's sped up you can spot dodge it
- at close range it's best to roll through it or jump over it
- fh ad backwards (to avoid robin hitting you with the levin sword) is the safest way to jump through it
- this move is insane
- if the move hits you or your shield at anything other than far range then robin can get a grab or combo from it
- if you do actually get hit by it then you can technically sdi up to avoid the grab
- the things that robin willl do from arcthunder will be: grab, fair, nosferatu, dair
- arcthunder -> dair is called ignis
- it uses knockback stacking to create a ridiculously strong semi spike
- at the ledge sheik dies at 40 to ignis
- for comparaison
- 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
- 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
- grab and fair are pretty self explanatory
- lastly thoron
- thoron is an amazing presure tool
- just habing it makes robin's opponents scared
- it's a laser that goes the entire screen
- robin can choose to extend it or not
- they will usually extend it though as there are no real disadvanntages to it
- 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
- or stay at reaction range
- thoron will usually be used in one of 2 situations: 1st as a whiff punish or 2nd as an edge garding tool
- if robin has thoron be very careful about whatyou do
- even if you're in the other side of the stage
- bc thoron will come at you if the robin sees you
- when you're high offstage, and robin forces you to drop past the ledge then they might go for the thoron
- if you don't airdodge it you will probably die
- if you do airdodge, then you will have to recover low, which robin can intercept pretty well
- i should add that elthunder might also be used to do this, but you'll need to be closeish to the ledge
- there are a couple set ups into thoron, but they're not likely to come up
- frame sync bair into reverse thoron and dthrown book into thoron at like 30, but again not common(edited)
- arcfire
- arcifre is garbage as a zoning tool against everyone except ganon
- the mve has a ton of lag and cna be easily punished by most characters
- the best ways to punish are jumpng over it once it's landed, or rolling trhough it before/after it lands
- arcfire really shines once robin's opponent is at disadvantage
- it's ok to catch landings, but it's best at ledge trapping
- an arctunder placed at the ledge will force you to roll in
- all other options loose to it
- and robin will be at the perfect distance to punish that roll
- if they misspace it then waiting it out is best
- otherwise you can try to wait fro it to run out by using up all of your invincivility and then getting up
- arcfire can be rolled out of, but it will sometimes still hit you
- the best time to roll out is usually before the final hit
- but because of how multi hits work in smash that can just maek you get hit
- it's also dependent on your roll
- some characters are much better at getting out than others
- if the cneter of arcfire hits you, then rolling out will probably get you hit
- only try to roll out if you are at checkmate percent or are very close to the sides
- knowing what to do when you get grabbed is bery important in this mu
- at very low percents (not quite at 0, you can nair or jump out sometimes) dthrow to jab is guaranteed
- if they go for the rapid jab then you shuld sdi up and jump out
- don't sdi out as the last hitbox has extra range
- fire jab is usually safer,which you just have to take
- at low percents, dthrow uptilt is true
- it's just free damage for robin
- they can try to get a second one it's however not true, so jump ad out
- at mid- high percents, robin doesn't have great follow ups
- dthrow nair is true, but not a great combo
- however right after that is checkmate
- and checkmate is what makes robin scary
- checkmate percents for pit are 95 to 128
- it can sometimes true combo before than, however it will not kill
- whatever you do
- do
- not
- air
- dodge
- out
- of
- check
- mate
- at
- true
- percents
- it's true
- it's not a 50 50 until past 128
- if you ad the robin can ff andac the upair and regrab you
- or if they know you ad they will sit there and charge a smash
- also don't ad before checkmate kill percent
- or before it's true
- it will get you killed via smash attack
- or regrabbed
- which has the same effect
- in general don't ad out of robin's dthrow stuff
- you'll just eat a bigger punish
- the other relevan throw is bthrow
- it's a kill throw once checkmate stops being true
- 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
- especially as pi
- di for dthrow is up and out
- and then try to jump out
- for bthrow it's in and down
- for other moves, robin doesn't really have any other broken moves, just those above
- worth pointing out, dtilt has basically no lag, late hit upair is positive on shield, dair is kinda garbage
- late hit upair is not good though bc it has too much startup
- ok so now onto neutral
- robin's will have one of 2 goals: camping or playing the pressure/trappping game
- the first one i;ve already kinda explained how to deal with above, powershield elthunder, roll/jump through arcfire and hit them
- it's worth keeping in mind that then can jump out of thunder charge
- which put's fair on the table
- but robin's jumpsquat is horrible, so it won't be super fast
- the campy robin is not really good unless they're up against character with horrible mobility
- the pressure oriented robin's first priority should always be charging arcthunder
- an keeping it stored
- with a stored arcthunder they can use fair bair nad dtilt to pressure your shield and start combos
- once they've conditioned you into shielding/attacking, they will arcthunder you/your shield at checkmate percent and kill you
- they could also archunder at other percents for damage(edited)
- robin's grab is bad, so they will not often go for the raw grab
- lulzoco ~ ☆ - Today at 9:24 PM
- Knepsis pls
- knepsis - Today at 9:24 PM
- especially since people are really scared of it
- advantage:
- onc erobin gets you into the air/the corner they will use their aerials/tomes to keep you in the air
- fair upair and bair are really good
- and the spells will usually catch landings
- your best bet to get down is to run away form robin and try to land
- going to ledge is an option but then you have to deala with arcfire ledge traps
- getting off ledge i explained when talking about arcfire
- worth noting, thunder variants are also good at keeping you at ledge, and make ledge trapping even more deadly(edited)
- when recovering you need to mix up your recovery
- horizontal recovery is the safest, but it can get beaten out
- if you do telegraph your recovery expect to get elwind spiked to death
- 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
- advantage:
- robin is bad at landing
- you will woant to use upair, uptilt and upsmash to keep them in the air
- dash attack isn't great because it puts you in the threat bubbles of fair and bair
- robin will usually rethreat to ledge
- if they don't have a jump then their recovery is super linear and easily interceptable
- also it runs out after 9 times
- dair, nair, fair and bair are all god for edge guarding a jumpless robin
- 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
- the most common ones are fair and upair
- if they have thoron, they will die if they use it offstage, but all other thunder variants can be used safely(edited)
- do not fall for jump airdodge baits, as they will forllow them up with an elwind spike
- oh also charges:
- levin has 8, takes 10 seconds to come back
- thunder has 20 charges, and each projectile uses a different amount:
- thunder: 1
- elthunder: 2
- arcthunder: 5
- thoron: 8
- if hey have any amount of charges left, they can still use all of them, te thunde rtome takes 12 seconds to come back
- arcfire has 6 charges, which are shared with fire jab, it takes 12 seconds to respawn
- nosferatu has 4 charges and takes 40 seconds to come back
- elwind has 18 charges(uses 2 per up b), and is shared with wind jab, takes 7 seconds to come back
- 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)
- and yes you can reflect elwind to spike robin
- tl;dr: robin uses arcthunder to get grabs, fair and bair to pressure, never ad out of dthrow
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