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Apr 22nd, 2018
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  1. **Thoron**: A long-reaching and fast projectile, but it somewhat lacks killpower... It will typically kill at ~140% or earlier depending on the character. Thoron should be used when your opponent is past checkmate percent as an option to net a kill.
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  3. Some moves that can lead to thoron are ftilt, arcfire, and nair. Nair is dependent on getting an untouchable to combo into thoron. Ftilt is dependent on a read. And arcfire can connect into thoron, but that is if they don't jump out.
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  5. **Elwind**: Robin's recovery isn't that great, but it can certainly be worked around. Elwind releases two blades upon initiation that allows you to mix-up your drift. This is crucial because Robin is susceptible to being edgeguarded. The first blade of elwind can spike opponents who go underneath you.
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  7. **Arcfire**: This move travels about a roll's distance in front of Robin and turns into a multihit move when colliding with the ground or a character. It should primarily be used for ledge trapping.
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  9. Spacing it well at the ledge will not only limit your opponent's options but may hit them if they choose to hang on the ledge or jump preemptively. Outside of ledge trapping, it can be used to catch landings. However, the move has a ton of end lag so use it wisely.
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  11. **Nosferatu**: Robin's command grab with healing properties. It restores percentage based on your percentage and the opponent's percentage. Nosferatu excels at playing around shields given the right conditioning.
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