thephilluminati
Smash Rookie
I know there's already the Custom Move presets discussion which overlaps more than tangentially with what what I'm discussing here, but that thread's been inactive for more than a week and seems more focused on loadouts than individual moves. In my own words, I'd say that thread is about arguing if a certain move is viable, whereas this one is more about when.
You see, as I'm sure you know as a fellow Robin boards viewer/poster, the "best" Robin set is the default. That's not to say that all of Robin's custom moves are useless (well, maybe the Elwind variants are), but that Robin doesn't have anything like Pikachu's Heavy Skull Bash or DK's Kong Cyclone - powerful, safe moves that straight up outclass the default. Robin's customs are more playstyle/matchup dependent. Her best customs open up options that are otherwise impossible, but in turn they will often close some of her most powerful options in a default scenario. I want to develop a better understanding of what you gain and lose from any particular custom move.
To start off, I thought I'd give my own observations from my frequently but admittedly not top-level play:
Neutral Specials
I'm especially interested in other people's thoughts about matchups. For example, I'm having trouble figuring out which set works best for Diddy - the speed of Firewall and Speed Thunder seems is great for combatting rushdown, but without the defaults I don't have the tools to slow Diddy down and create guaranteed setups. For that reason, I think for a lot of matchups with faster characters it might be best to run one of Speed Thunder and Firewall, and leave the other as default, but I'm still not sure which works better for when. It's hard to figure out because naturally Robin's default moves all seem to link together, while the customs can disrupt the flow. This also might be a playstyle though.
Anyways, these are my thoughts generally on each move individually. I think by and large Robin has uses for most of her custom moves, it just depends a lot more on character/stage/player than other characters. I think this might be part of the reason we perceive default to be the best set right now - we all have the most experience using that set, and the custom versions of each special are different enough that you have to change up your playstyle to match. That said, I think in turn if we learn the ins and outs of these moves a little better, we really do have a best case scenario for Robin in terms of custom moves, where set viability has more to do with playstyle and matchup knowledge than with figuring out which particular move is the best.
Cheers!
You see, as I'm sure you know as a fellow Robin boards viewer/poster, the "best" Robin set is the default. That's not to say that all of Robin's custom moves are useless (well, maybe the Elwind variants are), but that Robin doesn't have anything like Pikachu's Heavy Skull Bash or DK's Kong Cyclone - powerful, safe moves that straight up outclass the default. Robin's customs are more playstyle/matchup dependent. Her best customs open up options that are otherwise impossible, but in turn they will often close some of her most powerful options in a default scenario. I want to develop a better understanding of what you gain and lose from any particular custom move.
To start off, I thought I'd give my own observations from my frequently but admittedly not top-level play:
Neutral Specials
- Thunder - The big reason I've found I want to run normal thunder over the other variants is versatility. When you run normal thunder, all 4 charge levels really are completely different attacks with completely different uses. Thunder gives a quick midrange shock. Elthunder is still pretty fast while doing a good chunk of damage. Arcthunder holds the opponent in place allowing for crazy followups. And Thoron kills the earliest, does a ridiculous amount of damage, while having probably one of the largest not final smash hitboxes in the game. The main weakness this move has is it really telegraphs your battle strategy, especially if you charge all the way up to Thoron, though this weakness can also be a strength - I can't tell you how many times I've charged up a Thoron against a high percent opponent basically to make them offguard for Levin Sword anything.
- Thunder+ - The classic speed for power trade, this is probably my least favorite neutral special. If you charge all the way up to Thoron, you kill even earlier while having an even bigger more ridiculously damaging hitbox, which is awesome. The issue is it's impossible to really stop landings and approaches with this move in the same way as the other Thunder variants, so I feel like most of the time I'm getting good use out of this it's because I'm facing an opponent too stupid to force me to zone with Thunder. Additionally, since it goes through tome uses at double the speed and comes out slower, it's a nightmare in any kind of battle where you need to trade projectiles. In my experience, though, it's a pretty incredible move, I'm just not sure when where is best to use it.
- Speed Thunder - I use this one a little more, though it definitely always feels like a pricey tradeoff. You get the one thing Robin needs more than anything - speed - at the cost of a lot of the utility that Arcthunder's followups and Thoron's kills/damage buildup offer. The speed's definitely a lot more than nothing, though. And while Thoron's not really a good kill move anymore, it still has a ridiculous hitbox, decent damage, and crazy priority that goes through most other projectiles (is it transcendent?). This is great against spammy characters and characters fast enough to punish normal Thunder charge times from across the stage. The main thing I miss with this move is the grab and levin sword setups that the normal arcthunder allows for, making Robin even more of a "trading blows" type character than before.
- Arcfire - Most of the time, I'm pretty sure this is the version you want to run. The lingering hitboxes it leaves behind after hitting the ground/an opponent would be masochistic if Robin was a little faster. It's has a weird angle which makes it great offensive pressure from the air on grounded opponents. I could probably talk for days about how incredible this move is, but you've got all the Robin board for that. Of course, though, the move has plenty of issues - tons of start up and ending lag, as well as angle that can just as often leave your face totally open to ground based assaults. That said, like the default thunder this move is so versatile it's while you can cover up some of the above weaknesses with another special, you will definitely miss some of the opportunities this one sets up.
- Arcfire+ - Same move as above, without the lingering hitbox after it hits something, with move lag. I think most Robin players agree this move isn't worth it, though I've heard a little bit from the moveset thread and around the internet that this can be a good Anti-Luma move against Rosalina. I don't have any experience there, though, so I'd be interested to hear why this might be the case.
- Firewall - This move is so promising but has a couple fatal flaws that keep it from being the standard I'd like it to be. The good here is that compared to regular arcfire, this move is fast and closes up the area right in front of you very well. This is amazing since while many fast characters use regular arcfire as an excuse to run up and grab and combo you, they are stopped in the same situation by Firewall. Additionally, while this move comes out right in front of you on the ground, you throw it down at a very steep angle from the air, so it's good for covering your landing, when Robin is usually especially vulnerable. The main issue with this move though has to do with something I realized yesterday - it's not a projectile. If you use this move in the air, the Firewall doesn't activate until it hits the ground, which is a huge disadvantage compared to the regular arcfire, and a huge pity. With that steep downward angle, if Firewall was a projectile it could really be useful in a lot of the situations you'd want to use Elwind as an attack in, and help even more in matchups like vs. Diddy where you really have almost no options coming down from up high. Still, very usable and cool special, just not quite the move it could be for silly reasons.
- Elwind - I don't think there's a lot to say here. Elwind's decent recovery that can be a fun downward projectile, though it's pretty much useless as such on stage since it leaves you in helpless. Off stage it's a sweet spike, though practically I usually end up using Dair more often (though Elwind does come out faster). Not the best or worst recovery in the game, I think I agree with the other thread I wouldn't really use the other specials here.
- Gliding Elwind - Of the two custom elwinds, this seems the most interesting because of the weird angle Robin fires out the first shot with. Makes me think it could be a useful out of shield option, but the loss in vertical height makes me reluctant to really want to use it.
- Soaring Elwind - Since from what I can tell Arcfire+ actually has some situational use, I think Soaring Elwind wins the competition for most awkward and useless custom move. I feel dirty and unnatural trying to recover with this thing.
- Nosferatu - This move basically lets me know how much of a noob I'm facing. If I'm facing a good player, I attempt this move 3 times, screw it up, do it a fourth time for the book, and miss the book. If I'm facing a bad player I can spam this thing to stay below 20% the whole match. More seriously, I think this move is better than I give it credit for - it's only a bit laggier than Robin's regular grab, the damage and healing is good, and the breathing room it gives you is even better.
- Distant Nosferatu - That said, I've been really enjoying trying out the customs because it helps make up for tight spacing of the regular variant. This one spaces perfectly to catch opponents when they instinctually shield Arcfire/Thunder. The healing isn't as good, but the novelty of being able to punish shields from a distance is pretty awesome.
- Goetia - This one's the most intriguing one I've used the least. The loss of healing is really unappealing, but since the hitboxes for the other variants are so fidgety I'm intrigued by the larger range of this version. Better to land the attack and heal nothing than not use it at all, right? Really interested in hearing opinions one way or another hear.
I'm especially interested in other people's thoughts about matchups. For example, I'm having trouble figuring out which set works best for Diddy - the speed of Firewall and Speed Thunder seems is great for combatting rushdown, but without the defaults I don't have the tools to slow Diddy down and create guaranteed setups. For that reason, I think for a lot of matchups with faster characters it might be best to run one of Speed Thunder and Firewall, and leave the other as default, but I'm still not sure which works better for when. It's hard to figure out because naturally Robin's default moves all seem to link together, while the customs can disrupt the flow. This also might be a playstyle though.
Anyways, these are my thoughts generally on each move individually. I think by and large Robin has uses for most of her custom moves, it just depends a lot more on character/stage/player than other characters. I think this might be part of the reason we perceive default to be the best set right now - we all have the most experience using that set, and the custom versions of each special are different enough that you have to change up your playstyle to match. That said, I think in turn if we learn the ins and outs of these moves a little better, we really do have a best case scenario for Robin in terms of custom moves, where set viability has more to do with playstyle and matchup knowledge than with figuring out which particular move is the best.
Cheers!