Raziek
Charging Limit All Day
Moveset Details
Jab 1: 3%. Quick upwards sword slash. Surprisingly good range.
does 3%
shield on frame 38
Jab 2: 3%. Quick downwards slash, similar range.
does 3%
shield on frame 60
(Hold: )
Jab 3 (Fire): 5%. Hold A after Jab 2 or just press it once to get the Fire finisher. Small explosion in front of Robin, with decent knockback.
does 5%
interestingly, the hitbox comes out before the explosion
shield on frame 85
(Mash: )
Jab 3 (Wind): 5-8%, depending on how many of the 'blades' hit. Decent knock-back, killing around the same time as Fire, but very easy to pop out of the finishing blow when it would actually be relevant for a kill-blow. Once you get the 'vortex' going, you can hold the button to have the blades continue, release it to get the final hit. Use at low to mid percents, use Fire for the kill, due to being able to DI out of Wind's final hit.
multijab:
each hit does 1%/last hit does 3%
shield on frame 54 (after last hit)
Note: Both Jab finishers also consume Tome durability.
Fire counts exactly the same as Elfire, so 6 casts to break.
Wind seems to be about 8 casts. I found out that you can hold 'A' once the vortex starts and the blades will continue until you either release the button, or it breaks. It takes about 18.5 seconds of holding the button down for Wind to break as a result of the vortex.
Tilts
F-tilt: 7% damage. Quick forward slash, angled slightly downwards (so not a straight stab). Reasonably fast start-up and recovery. Hits enemy horizontally, but has awful knockback. Good enough to get them away, but certainly not a killing tool.
does 8%
shield on frame 40
D-tilt: 6% damage. Extremely fast stab at Robin's feet. Short range, but has absurdly fast start-up and almost no recovery. You can spam this move, and shield nearly immediately. Almost guaranteed to be safe, I think. Knocks down and away, but has almost no knockback. Will eventually cause hard knockdown around 150, they have to tech at that point.
does 6%
shield on frame 29
U-tilt: 6% damage. Fast upwards swipe. Has almost no horizontal hitbox, so this is basically reserved for an anti-air and landing trap. Reasonably fast recovery. Not a kill move.
does 6%
shield on frame 43
Dash Attack: Short-ranged stab close to his body. Awful recovery, doesn't kill until fairly late. Not a good option.
dash attack:
does 10%
shield on frame 60
I'll leave it here as a relic of what once was, but DACUS was patched out of the game and no longer works.
Smash Attacks
F-Smash(Bronze Sword): Short stab in front of Robin, pretty close range punish. Does 9%. Kills around 175.
F-Smash(Levin Sword): Same thing, possibly slightly more range. Does 16%. Uncharged, kills around 130 pre-hit. Not horrible recovery, but is probably not safe.
does 16%
shield on frame 74
D-Smash(Bronze Sword): Overhead slash directly in front of Robin. Does 8%. Kills around 150 maybe.
D-Smash(Levin Sword): Same Slash, does 15%. Levin Sword adds a Shockwave that extends from the sword forwards and backwards (like Dedede's Up-B landing) that does 8% with less KB. Main hit (both sides) kills around 110, probably will be one of his more reliable kill moves.
does 16%
shield on frame 79
U-Smash(Bronze Sword): 9% damage. Upwards slash. Basically no horizontal hitbox, awful KB.
U-Smash(Levin Sword): 15% damage (tip). 10 damage for side hitboxes. Same thing, better horizontal hitbox. The tip hitbox is very strong, kills around 110 as well. Launchers not very strong.
does 16%
shield on frame 70
Aerials
Neutral air: 7% damage on either hit. Relatively fast double slash in an 'infinity' symbol motion. Not particularly good reach in either direction. Not an approach tool, but fairly safe to retreat, or just kinda float it out there. Almost no kill potential. Short-hopping it has a nice auto-cancel window if you don't fast-fall, but has some landing recovery if you do.
interestingly, the hitbox comes out before the "hit splash" graphical effect does
does 7%
shield on frame 21 (after landing lag)
low kill potential
does 7%
shield on frame 21 (after landing lag)
low kill potential
Fair(Bronze Sword): 6% damage. Slight delay before a forwards-facing Scoop slash. Kills around 190-200. Similar to nair, has a solid auto-cancel if you don't fastfall, bad recovery otherwise. Likely able to follow-up with another fair at mid-percents.
Fair(Levin Sword): 11% damage. Same animation. Kills around 140.
does 11%
shield on frame 21 (after landing lag)
medium-low kill potential
Bair(Bronze Sword): 9% damage. Leans back for a fast slash with solid reach, angled slightly downwards. Kills quite late, around 180.
Bair(Levin Sword): 15% damage. Same animation. Kills at like 110. This is probably Robin's second best aerial, behind Uair. Same AC style as all his other aerials.
does 15%
shield on frame 22 (after landing lag)
does 5%
shield on frame 6 (after landing lag)
Uair(Bronze Sword): 7% damage. Upwards crescent slash, similar to Marth's. Kills around 155. Same AC window as Nair and Fair.
Uair(Levin Sword): 13% damage. Same animation, better reach. Kills around 110. Godlike aerial. Seriously godlike.
does 13%
shield on frame 19 (after landing lag)
does 5%
shield on frame 6 (after landing lag)
Dair(Bronze Sword) Dair: 7% damage. Downwards one-handed slash below and slightly in front of Robin. Hits sideways, pretty useless. Hitbox is only at the bottom, not on the actual swing.
Dair(Levin Sword): 12% (side), 10% (bottom). Has a Horizontal hitbox with the Levin Sword, still hits sideways with crappy KB, but at least has some damage. Downwards hitbox ground-bounces, but has too much recovery to follow up on.
does 10%
shield on frame 29 (after landing lag)
Throws
Grab: Puts opponent in a magical bind. Pummel () zaps them for 3%, fairly slowly. Pretty short-range standing grab. Dash-grab has better range, but more recovery. Solid pivot grab range, larger than both standing and dashing.
standing grab:
variable damage
no shield (shield on frame 41 on whiff)
dash grab:
variable damage
no shield (shield on frame 51 on whiff)
pivot grab:
variable damage
no shield (shield on frame 48 on whiff)
F-throw: 8%. Throws opponent forwards. Very very poor KB growth, sends almost nowhere even at 300%. Sends just far enough to prevent follow-up. Might be able to get a follow-up with Thoron, but can likely jump out of it. Does cause a Jump/Airdodge trap with any Thunder spell or Arcfire.
B-Throw: 11%. Leaves opponent above and behind Robin a solid distance away. Does not allow follow-ups unless off of a wallbounce. Kills around 135, and is reliable near the ledge. It's no Ness B-throw, but it's an option. You should probably be killing them with D-throw Uair at 90ish if you can find the grab, but B-throw will be close to killing when D-throw Uair stops working.
D-Throw: 6%. Slams opponent into ground, bouncing them vertically. Does not kill. Robin can act very quickly out of this throw, allowing for guaranteed follow-ups at basically all stages of the game. At around 0% most characters can safely jump out, but Robin has the following follow-ups at other percents:
15-40ish: Jab, U-tilt
40-65ish: U-tilt
85-120% (Varies by character weight: Uair for a kill. CHECKMATE.
U-Throw: 9%. Tosses vertically. No kill power either. No follow-ups. Really only used to throw opponents upwards into thrown items, or to get your partner out of having grabbed them in doubles.
Special Moves & Custom Specials
(Default Special)
Thunder (Neutral B): Charges Thunder tome. Can be charged in the air, canceled with Air-dodge. Can also be B-reversed. Can be canceled almost instantly. On the ground, can cancel charge with a roll, shield, or grab. Has multiple release levels: Thunder, Eltthunder, Arcthunder, Thoron. Can tell how charged it is based on how violent the sparks are.
The Charge works in a 'level' system, where you store the highest level you reached. You cannot 'micro-charge' your way to the next level, extra charge is lost.
Example: You're at Elthunder, trying to get Arcthunder. That takes about 1.5 seconds charge. If you do .5 seconds over and over and over, you will NEVER get to Arcthunder. It has to be a full 1.5 second charge 'block'.
Thunder: 4.5%. Reaches from the center of BF to the edge of the floating platform. Travels fairly fast, but no KB to speak of. Used as a brief interruption tool.
can fire as early as frame 9/hits as early as frame 21
does 3% (unaffected by distance)
shield on frame 40 (after firing)
(charged)
Elthunder: 10.5% damage. About 0.75 seconds charge gets to Elthunder. Elthunder travels a bit slower, but farther. Goes from far edge to far edge of BF's floating plats. Kills surprisingly early, especially on a hit offstage.
charges in 39 frames/hits as early as frame 50
does 9%
shield on frame 35 (after firing)
(charged)
Arcthunder: 10% damage. About 2.5 seconds gets Arcthunder, signified by black sparks. Travels the same distance as Elthunder. Starts moving slowly, but picks up speed as it travels. Kills around 120, can kill quite early if it hits near the edge of the stage or off-stage. Can be followed up by damn near anything. Consistent choices are Grab, Nosferatu, or an aerial. Can confirm into Smash attacks at some distances.
charges in 109 frames/hits as early as frame 120
first hit does 4% (range dependent)/second hit does 1%/third hit does 1%/fourth hit does 1%/fifth hit does 1%/sixth hit does 1%/seventh hit does 1%/10% total
shield on frame 46 (after firing)
(charged)
Thoron: 10% (or 18%). About 3.5-4 seconds for Thoron, only when it hits full charge and he goes back to neutral stance. Shoots a fast-moving horizontal bolt that doesn't seem to dissipate. Kills around 120.
Thoron seems to do additonal damage if you hold down B after casting it. It adds a little bit of extra recovery animation, but is definitely worth it.
The best I can describe it is that it turns Thoron into a channeled beam, where holding the button after casting it deals additional damage if the extra hits connect. The beam is also affected by gravity, so casting it while rising or falling will have it remain level with Robin.
charges in 169 frames/hits as early as frame 189
Shield on frame 44 (after firing)
(Custom Special Move 2)
Thunder+: Consumes around double the durability, but does extra damage and knockback, as well as travelling father distance. Takes longer to charge.
Damage values:
Thunder+: 5%
Elthunder+: 11%
Arcthunder+: 13%
Thoron+: 17% or 31%!
Thoron+ (like Thoron) does additonal damage if you hold down B after casting it. This turns Thoron+ into a mega-death laser that does 31% and kills obscenely early.
Neither of the other levels of spell are particularly good in their + versions.
Damage values:
Thunder+: 5%
Elthunder+: 11%
Arcthunder+: 13%
Thoron+: 17% or 31%!
Thoron+ (like Thoron) does additonal damage if you hold down B after casting it. This turns Thoron+ into a mega-death laser that does 31% and kills obscenely early.
Neither of the other levels of spell are particularly good in their + versions.
(Custom Special Move 3)
Speed Thunder: Fast-charging version of thunder. Travels farther and faster, but deals less damage. Good for zoning and quick pokes. Useful against campy characters for the fast charge on Thoron.
Damage Values:
Thunder3: 2%
Elthunder3: 5%
Arcthunder3: 7%
Thoron3: 10%
Damage Values:
Thunder3: 2%
Elthunder3: 5%
Arcthunder3: 7%
Thoron3: 10%
(Default Special)
Arcfire (Side B): 6-13%. The damage you get out of this depends largely on where on your opponent it bursts, as it lingers like PK Fire does. The hitbox widens as it burns, and it ignites as long as it contacts a solid object, including the stage. The burn is long enough that you can definitely follow it up, but many characters can SDI out and fall to the ground without too much trouble. To compensate, the start-up is fairly long, so missing will leave you vulnerable. If you use it on the way up from a jump, it will dissipate before it hits the ground, and thus won't ignite. Use while falling, mostly, or at stuff above you.
does 2%/1%/1%/1%/1%/1%/4%/12% total
shield on frame 65
Hits on frame 87. Perhaps Elfire lasts longer if it whiffs?
(Custom Special Move 2)
Arcfire+: 10% damage. Casts about the same speed as Arcfire1, but shoots on a very horizontal angle (~30 degrees). Has a larger explosion hitbox, but still not a kill move.
(Custom Special Move 3)
Fire Wall: 6-7%. Turns Arcfire into a near-vertical Fireball that travels very fast, and does not burn. It lingers where it hits, and can get up to 2 hits if you hit it in JUST the right spot. On the ground, this hits basically directly in front of Robin's feet. In the air, shoots diagonally downwards at a steep angle. (~70 degrees) Decent knock-back, but won't be killing anyone until 300.
Very, very powerful zoning tool in some matchups. Very fast, and you can follow behind it pretty safely. Probably Robin's best zoning tool.
Additional Note: Fire Wall lingers long enough to reflect Dedede's Gordos. It's really amazing.
Very, very powerful zoning tool in some matchups. Very fast, and you can follow behind it pretty safely. Probably Robin's best zoning tool.
Additional Note: Fire Wall lingers long enough to reflect Dedede's Gordos. It's really amazing.
Nosferatu (Down B):
Robin creates a dark vortex in front of him. If the vortex hits the opponent, Robin hovers next to them and leeches life from them while they are stuck in a 'pain animation'. He also heals based on the amount of damage he does, healing additional damage if he hits them from the back.
Nosferatu is a grab, and thus can't be shielded. As such, it can be mashed out of to reduce the damage taken. It also triggers the 'grab cooldown window', so you cannot D-throw Nosferatu someone. It can be used while airborne, and has a generous vertical catch-box. This will be the basis of a lot of Robin's platform traps.
All damage numbers listed are with no mashing by the CPU.
(Default Special)
Nosferatu: 15 damage, 13 healing (front). 15 damage, 16 healing (back). The Vortex spawns right in front of Robin, fairly quickly.
Important: Nosferatu's healing values SCALE! The more percentage you have than your opponent, the more you heal.
[collapse="Data"]
25 vs. 0 - 16 (front), 20 (back)
50 vs. 0 - 24 (front), 29 (back)
75 vs. 0 - 32 (front), 38 (back)
100 vs. 0 - 40 (front), 48 (back)
75 vs. 25 - 24 (front), 29 (back)
999 vs. 0 - 326 (LOL)
[/collapse]
Based on some trial and error, Nosferatu heals you for approximately 13% (from the front, no mashing) + [(Your HP - Opponent's HP) * 1/3].
It gets a bit wonky when the numbers get large because smash likes to use invisible partial percentages.
Neither Distant Nosferatu or Goetia scale AT ALL.
Nos1 confirmed the best.
variable damage
no shield (shield on frame 57 if whiffed)
(Custom Special Move 2)
Distant Nosferatu: 11 damage, 6 healing (front). 11 damage, 7 healing (back). NosferaTwo trades a big buff in range for damage. You can grab from almost double the range, though it gains a dead-zone in the original grab space. It also has double the start-up time.
(Custom Special Move 3)
Goetia: 20 damage, 0 healing. NosferaThree ditches the healing aspect of the move entirely, but gains a huge buff in range and damage. The grab-box is about double the size of the normal move, and has a wind-box that pulls nearby opponents into it during its start-up period. However, the start-up is very bad, and can easily be reacted to.
Elwind (Up B): Elwind is Robin's recovery tool. He shoots two wind-blasts below him, propelling him upwards along with it.
(Default Special)
Elwind: 7%, 5%. Total of 12% if you hit both blasts. Shoots both blasts below, first giving a slight hop, second giving a large one. Takes you from the middle of BF to just slightly above the top platform.
does 7%/5% (range dependant)
enter helpless on frame 84
low raw kill potential, but can meteor opponents leading to consistent kills around 65.
(Custom Special Move 2)
Soaring Elwind: 4% (first), 5% (second). Shoots two blasts downwards, like Elwind1, but has a noticeable delay between the first and second. The trick is that the second one goes significantly higher than normal (About 1.5 times higher, eyeballing it). Drawback is that you have almost no horizontal movement during the cast, and cannot start to fall horizontally until you reach the Apex (think like Wolf's UpB in Brawl).
(Custom Special Move 3)
Gliding Elwind: 4% (first), 3% (second). Shoots one blast diagonally downwards behind him, giving him a large boost forward on about a 30 degree angle, followed by a short vertical second hop.
Advanced: Elwind3 Slide
If you're playing on a sloped stage like YI:B, you can Elwind3 INTO the slope, and your momentum will carry, sliding you up to as far as the middle of the stage! You can shield fairly quickly, but not instantly.
Advanced: Elwind3 Slide
If you're playing on a sloped stage like YI:B, you can Elwind3 INTO the slope, and your momentum will carry, sliding you up to as far as the middle of the stage! You can shield fairly quickly, but not instantly.
Additional Note: Elwind has a meteor hitbox on Robin's hand during the first wind-slash! Get right above (or next to, in Elwind3's case) your opponent and let it rip!
[collapse="Video Demonstration of Elwind Meteor"]
Intangibles
forward roll:
invincibility ends on frame 23
back roll:
invincibility ends on frame 26
spotdodge:
invincibility begins on frame 3
invincibility ends on frame 18
airdodge:
invincibility begin on frame 3
invincibility ends on frame 29
airdodge landing lag:
Tome/Levin Sword Durability & Regeneration Mechanics
Robin's Levin Sword, and every individual tome has it's own independently tracked durability. Durability is a finite count, not a passively regenerating meter. When the durability runs low, you will be able to see the tome flashing in Robin's hand, indicating that it is about to break. The tome must break completely before it can begin re-charging, at which point it undergoes a 'respawn timer'. After the timer elapses, the tome reappears in his hands, indicated by a visible flash of light, regardless of what Robin is doing at the time.
Once the Sword/Tome breaks, it is forcibly 'ejected' from his inventory and falls to the ground. It pops slightly upwards at first, and during this time, you can grab the item and throw it! Additionally, the items have a hitbox on the way down! (That will hit opponents, but not you) All tomes do the same amount of damage (14-19%, regular vs. Smash-throw), while the Levin Sword does 12%. Amusingly, they are actually pretty powerful when thrown, and can kill around 150-160!
Attempting to use a currently broken tome results in Robin doing the same casting animation, but only getting a small puff of smoke that does nothing, indicating that the tome is still broken. In the case of the Levin sword, he will simply do the Bronze Sword version of the move.
Durability is consumed regardless of whether the move hits or misses, for both the Levin Sword & Tomes.
Dying will have you re-spawn with all of your tomes and the Levin Sword at FULL DURABILITY (regardless of if they were broken or not before you died)
Durability Counts (# of casts before it breaks)
Arcfire: 6 (Flashing at 5).
Elwind: 9 (Flashing at 7)
Nosferatu: 4 (Flashing at 3)
Elwind Note: 9 is for a FULL cast of the move. If you get hit or cancel the cast by some other means, you'll only shoot 1 wind-slash. In this case, it has 18 uses. I just listed 9 as that's the common 'effective' number of times you can cast it.
Thunder is a special case. The Tome itself has a 'total durability' that is shared among all versions of the cast. Tomes begin flashing when they pass 75% of their total durability.
Thunder: 20 (Flashing at 15) = 5% per use
Elthunder: 7 (Flashing at 5) = 15% per use
Arcthunder: 4 (Flashing at 3) = 25% per use
Thoron: 3 (Flashing at 2) = 40% per use
(Thanks to isoZero for correcting my initial guesses)
Thunder2: 10 (Flashing at 8) = 10% per use
Elthunder2: 4 (Flashing at 3) = 25% per use
Arcthunder2: 3 (Flashing at 2) = 40% per use (testing by 1 Arcthunder + 6 Thunder)
Thoron2: 1 = 100%. You use this, it breaks.
Speed Thunder: Identical to Thunder.
The numbers listed are for using the 'individual version' the entire time. However, as an example, you can also do 3 Arcthunders (25 * 3 = 75) and 5 Thunders (5 * 5 = 25) before the tome breaks.
Regeneration Timer:
Thunder tome:
tome regenerates in 615 frames (10.25 seconds)
Fire tome:
tome regenerates in 660 frames (11 seconds)
Nosferatu tome:
tome regenerates in 2352 frames (39.2 seconds)
Wind tome:
tome regenerates on frame 408 (6.8 seconds)
Landing from helpless:
shield on frame 29
Levin Sword
You get exactly 8 swings of any Levin Sword move, starts the warning Flash at 6.
Levin Sword: Regenerates on frame 485 (8.09 seconds)
In other words, go ham with the Levin Sword, and do not worry about conserving it. You will almost always have it, and it's not down long enough to matter, really.
Moveset Overview Video
@NinjaLink also made a video overviewing some of the mechanics discussed in this guide:
@NinjaLink also made a video overviewing some of the mechanics discussed in this guide:
Special thanks to @Croi for the frame data.
Last edited: