Necro'lic
Smash Ace
- Joined
- Aug 9, 2015
- Messages
- 654
Hi all. This is a series where we go over my balance proposals and changes for certain characters. Obviously these are my opinions and I do like discussion.
To understand how to balance a character, one must first understand their philosophy: what strengths and weaknesses were they meant to have, and what purpose would they serve in the metagame. We will be discussing that today with the greatest strategist this side of Ylisse, Robin.
My take on Robin:
Purpose: Offensive and defensive prowess/Creates traps/Punish heavy
Strengths should be:
Robin is the first in this series that I actually don't play much of at all. However, seeing tournament matches and For Glory can help a ton when discussing this. I think I have enough down pat to do some tweaks here and there, but I'll need all the Robin mains out there to help me with this.
Robin I see as an advanced trapping character, constantly figuring out the opponent's every move and using his/her resources accordingly. As such, I want trapping and baiting to be the core essence of this character, which means both in offensive and defensive situations. We need weaknesses though, and the Tomes, lack of safe on shield options, and being the slowest character in the game are already things that Robin suffers from, so this should be easier on me.
With that in mind...
Jab:
Dash Attack:
F-tilt:
U-tilt:
D-tilt:
Forward Smash:
The sparks add a layer of protection throughout the move, and combined with the lower endlag, it is less risky overall. But with that, comes kill power reduction in the form of less damage, but at least the late hitbox is better right?
Up Smash:
Down Smash:
N-Air:
Forward Air:
Back Air:
Up Air:
Down Air:
Grab:
Forward Throw:
Back Throw:
Up Throw:
Down Throw:
Thunder/Elthunder/Arcthunder/Thoron:
Arcfire:
Elwind:
Nosferatu:
So yeah. If you like these changes, feel free to discuss. Like I said, I'm not a Robin player, but I really like seeing the character in tournaments. If there is anything I missed or messed up, feel free to correct me.
To understand how to balance a character, one must first understand their philosophy: what strengths and weaknesses were they meant to have, and what purpose would they serve in the metagame. We will be discussing that today with the greatest strategist this side of Ylisse, Robin.
Balance Philosophy Series:
Mario/Dr. Mario
Luigi
Peach
Bowser
Yoshi
Rosalina and Luma
Bowser Jr.
Wario
Donkey Kong
Diddy Kong
Mr. Game and Watch
Little Mac
Link
Zelda
Shiek
Ganondorf
Toon Link
Samus
Zero Suit Samus
Pit/Dark Pit
Palutena
Marth/Lucina
Ike
Roy
Robin
Duck Hunt
Kirby
King Dedede
Meta Knight
Fox
Falco
Pikachu
Charizard
Lucario
Greninja
Jigglypuff
Mewtwo
R.O.B
Ness
Lucas
Captain Falcon
Villager
Olimar
Wii Fit Trainer
Shulk
Pac-Man
Mega Man
Sonic
Ryu
Mii Brawler
Mii Swordfighter
Mii Gunner
My take on Robin:
Purpose: Offensive and defensive prowess/Creates traps/Punish heavy
Strengths should be:
- A general control of enemy movement
- Good stage control
- Good projectile game
- Above-average kill potential
- Slow
- Few true combos/relies on small baits to deal consistent damage
- Traps become risky if used too much (Tome mechanic)
- No safe on shield options
Robin is the first in this series that I actually don't play much of at all. However, seeing tournament matches and For Glory can help a ton when discussing this. I think I have enough down pat to do some tweaks here and there, but I'll need all the Robin mains out there to help me with this.
Robin I see as an advanced trapping character, constantly figuring out the opponent's every move and using his/her resources accordingly. As such, I want trapping and baiting to be the core essence of this character, which means both in offensive and defensive situations. We need weaknesses though, and the Tomes, lack of safe on shield options, and being the slowest character in the game are already things that Robin suffers from, so this should be easier on me.
With that in mind...
Jab:
- Rapid jab now uses one Wind tome charge, regardless of how long it happens.
Dash Attack:
- First hitbox activity from 8 frames -> ~4 frames (Or the moment the sword is drawn)
- Increase the speed of Robin's lunge forward
- Last hitbox deactivation from 18 frames -> ~25 frames (Or when the sword is brought back to Robin's side)
F-tilt:
- Increase base knockback from 50 -> 70
- Decrease endlag from 33 frames -> 20 frames
U-tilt:
- Reduce endlag from 36 frames -> 26 frames
D-tilt:
- Range increase
Forward Smash:
- Levin's sparks should fly farther out in front of Robin with their own hitboxes (2% damage, Sakurai Angle)
- Reduce endlag from 55 frames -> 47 frames
- Reduce Levin's early hitbox damage from 16% -> 14.5%
- Increase Levin's late hitbox damage from 5% -> 7%
The sparks add a layer of protection throughout the move, and combined with the lower endlag, it is less risky overall. But with that, comes kill power reduction in the form of less damage, but at least the late hitbox is better right?
Up Smash:
- Both Bronze and Levin's now have a frontal hitbox for the sword (Roughly to match the animation)
- Reduce Levin's early hitbox damage from 15% -> 14.5%
- Increase Levin's late hitbox damage from 5% -> 7%
- Reduce endlag from 53 frames -> 44 frames
Down Smash:
- Reduce endlag from 62 frames -> 52 frames
- Reduce Levin's damage from 15%/12% -> 14.5%/10%
N-Air:
- Autocancel window increased from 34> -> 27> (Right after the second slash)
- Add autocancel window at 13-20 frames (In between the slashes)
- Increase damage from 7%/7% -> 8%/8%
Forward Air:
- Increase Levin's early hitbox damage from 11% -> 14.5%
- Increase Levin's late hitbox damage from 5% -> 7%
- Reduce Levin's kill potential from ~140% -> 135%
Back Air:
- Reduce Levin's early damage hitbox from 15% -> 14.5%
- Increase Levin's late hitbox damage from 5% -> 7%
- Reduce end lag from 40 frames -> 36 frames
Up Air:
- Increase Levin's early damage hitbox from 13% -> 14.5%
- Increase Levin's late hitbox damage from 5% -> 7%
- Reduce kill potential from ~110% -> ~120%
- Autocancel window increased from 27> -> 22> (Autocancel starts even before last hitbox ends!)
Down Air:
- Increase Levin's early and meteor hitbox damage from 10%/12% -> 14.5%/14.5%
- Increase Levin's late hitbox damage from 5% -> 7%
- Autocancel window increased from 48> -> 40>
Grab:
- None
Forward Throw:
- Decrease base knockback and knockback growth from 26/25 -> 20/19
- Angle changed from 45 -> 30
Back Throw:
- None
Up Throw:
- Decrease base knockback and knockback growth from 100/30 -> 70/10
- Increase damage from 8% -> 11%
Down Throw:
- None
Thunder/Elthunder/Arcthunder/Thoron:
- Reduce endlag on all forms from 43/55/55/62 -> 34/50/50/57
- Increase charge speed to Elthunder from ~0.75 seconds -> 0.5 seconds
- Increase speed of Arcthunder to match Elthunder
- Slightly increase Arcthunder trap duration by ~0.4 seconds
- Increase Thoron kill potential from ~120% -> ~110%
- Increase Tome uses from 20 -> 24
- Increase Tome recovery from 12 seconds -> 15 seconds
Arcfire:
- Reduce endlag from 64 frames -> 60 frames
- Arcfire projectile now lasts twice as long (Can most likely hit the ground now even if fired while in the air)
- Make projectile faster
Elwind:
- The two boosts are now independent (now only pressing after the first will do the second one)
- The first boost does not put Robin in freefall and now sends enemies upwards if they hit the wind. (The angle of this knockback should make it combo into the second one)
- Increase Tome uses from 18 -> 24
Nosferatu:
- Decrease Tome recovery from 40 seconds -> 20 seconds
- Get rid of the freefall on a successful hit
So yeah. If you like these changes, feel free to discuss. Like I said, I'm not a Robin player, but I really like seeing the character in tournaments. If there is anything I missed or messed up, feel free to correct me.
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