- Game Versions
- Smash 3DS, Smash Wii U
Foreword
Hi there! I'm Raziek. Most of you Robin players probably know me already, as I moderate the boards here and post a lot of content/info all over the place. I have mained Robin since 3DS launch and consider myself a pretty strong and knowledgeable player, so I'm here to impart that knowledge to fellow mains of the characters.
Today's topic: Stages!
Knowing which stages are strong for Robin and which aren't is critical to playing the character properly. Robin is not a high-mobility character, and as such, her ability to compete in the neutral game often depends on her movement and landing options and how well those are facilitated by the stage. I'm going to be covering most of the commonly legal stages for the Wii U version of the game, complete with annotated screenshots and maybe some video examples if I'm feeling frisky.
Additional Sidenote: I use female pronouns for Robin since I play the female Robin, and I can't be bothered to be pro-noun sensitive every single time I have to refer to the character. Please don't crucify me over something trivial.
Overview + Cheat Sheet
So, I'll start by giving the list of stages I'm going to be talking about and roughly categorizing them.
Great Stages: Battlefield, Town & City, Delfino, Skyloft, Halberd,
Decent Stages: Smashville, Dreamland 64, Duck Hunt, Lylat Cruise, Wuhu Island
Poor Stages: Final Destination (Omegas), Kongo Jungle 64, Castle Siege
Battlefield
I believe Battlefield is our best 'standard' stage. By that, I mean stages you'll frequently see in Starter lists for Game 1. There are a number of reasons for this, but they boil down to 3 major points:
1) The Platforms are all extremely easy to pressure as Robin. Their size and height is excellent. They are small enough that most of our aerials cover the entire platform, and just high enough off the ground that we can easily pressure them with SH (short hop) aerials and hit the AC (Auto-cancel) window, giving them only 4 frames of landing lag.
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This allows Robin to exercise her extremely strong juggle game by trapping the opponent's landing with LSUair and her dash-grab. Once she has stage control here, she is difficult to dislodge.
2) The platforms assist Robin's Zoning. Platform cover is extremely important. With a platform overhead, Robin is much safer when she casts Arcfire, as it makes it harder for the opponent to jump over it and punish with an aerial.
3) The platforms aid Robin's RECOVERY. This one is big. One of Robin's main weaknesses is landing from a juggle. The number of platforms on Battlefield means she has a lot of options to pick from when recovering high, which aids you in successfully getting back to the ground.
Battlefield also has pretty kind ledges to Robin's recovery. The 'guiding lip' extends almost half of the way down, allowing you to just ride up the inside with Elwind and snap directly to the ledge.
Overall, I think Battlefield competes with Town & City for our best 'starter' stage and is a solid option for the Game 1 stage pick.
Town & City
Town & City is basically a combination of Smashville with Delfino-esque platforms and ceiling height. The ceiling is quite low, which facilitates very early kills with Uair. The sides are also rather short, making off-stage Fair and Jab by the ledge exceptionally reliable kill tools.
Robin's biggest strength on Town & City is her ability to effectively pressure the platforms. In the lower arrangement, it is very easy for her to shark the platforms by mixing up Uair/Fair and Nosferatu to grab people who stick in their shields.
The Uair/Nos mixup is even MORE threatening on the high platform arrangement, as a Uair that close to the ceiling is often lethal around 75%, making people even more likely to shield, making them easy Nos targets.
About the only other special thing worth noting is that when the platforms leave the transition, they do so QUITE quickly. Don't get left behind, and note that you cannot RUN off of them. You MUST jump.
Delfino Plaza
Delfino Plaza has basically everything we could ask for in a counterpick. Here are the layouts you will see for the 'traveling' portion of the stage that moves between locations.
The base of the stage is also semi-permeable, which means we can not only attack through it, but we can also rise through the bottom of it with Elwind. This offers us an additional means of mixing up our recovery direction, since you can easily switch between heading for the ledge or towards the middle of the stage thanks to the horizontal mobility on default Elwind.
The last transition of note is the '3 pillars' transition, which is pretty strong for us. The small platforms means Arcfire and the Thunder series control airspace effectively since the opponent cannot simply WALK towards us. The ceiling is EXTREMELY low here, and Elwind is excellent at safely attacking opponents who fall into the middle portions of the stage.
Skyloft
Pretty much everything I just said about Delfino ALSO applies to Skyloft, except there's no disadvantageous water transitions. Instead, those are replaced by walk-offs.
Here are the transitions that are most favorable to us:
The other transitions are a mixed bag of varying flavor of walk-offs, which neither aid nor hinder us to any significant degree.
Halberd
With the 1.10 patch, we gained access to D-throw Uair and an extremely buffed Elthunder. As such, I have re-evaluated my position on Halberd, and have come to enjoy it as a very strong counterpick stage for Robin.
Halberd can be feast or famine. If you can stay in the center, you will DESTROY people. If you can't, it's extremely hard to get in, and they'll abuse the platform protection that you WANT to be the one using. The middle platforms notably are just low enough to prevent you from using Arcfire out of a short-hop, which makes it much less safe for Robin to use. Instead, focus on using Elthunder to poke towards the middle, or simply charge towards Thoron to encourage them to approach you and give up that position themselves. Or even just wait until the ship lands, if they're super patient.
The Decent Stages
The next batch of stages I'll talk about are ones I would consider either 'just ok' or those that have some benefits, but some drawbacks. Their layouts generally don't support Robin's kit as well as the stages in the 'Great' group.
Smashville
There's really not a lot I have to say about Smashville. It's FD with a lazy part-time platform that floats back and forth. Fortunately, that alleviates the main problem FD has to a degree. I think SV is generally inferior to BF/TC/Halberd since it's much harder to set up good Arcfire traps, but there's nothing particularly bad about the stage, per se. Mainly stick to Elthunder over Arcfire here, I would say.
Dreamland 64
No pictures at the moment, but I figured it necessary to add an overview of Dreamland. Basically, treat Dreamland like Battlefield Minus. It shares the same platform arrangement, but offers more space in between the platforms (not usually good for us). The ledges are less forgiving, and Wispy can at times disrupt bouncing projectiles like ejected tomes or swords, making them more difficult to catch properly.
It is not a bad stage for us, but there is basically no reason to choose it if Battlefield is available. Even then, if BF is banned, you should probably be picking something from Delfino/TC/Halberd instead.
Duck Hunt
Duck Hunt is a weird stage. It's basically a smaller FD with some oddly placed platforms and shorter sides. Makes it much better than FD since you have more landing options and Bair kills earlier.
Duck Hunt does present us some problems on recovery. The vertical walled sides of the stage mean we do not have a lip to recover safely under, making it easier to edge-guard us from above.
I pick Duck Hunt only if I strongly control the ground game. Not a great stage otherwise.
Has a few small quirks:
1) The Dog is a platform.
2) You can hide in the grass sometimes.
3) Ducks are hitboxes and thus can eat projectiles and ejected tomes/swords right up.
Lylat Cruise
The first thing to note is that the platforms are lower to the ground than on Battlefield. In addition, there is no 'high' platform. This in combination with Lylat's fairly high ceiling means Uair is somewhat less reliable as a vertical kill move, though it is still potent.
The platforms are also SMALLER than Battlefield's, making them even easier to pressure.
The biggest problem Lylat Cruise presents to us is its tilting. The tilting makes it extremely difficult to place Arcfire directly onto the ledge as a trap. For match-ups where this is important, this is really bad. You instead have to stick to more aggressive edge-guards offstage, or less threatening on-stage options that require reacting to their get-up option.
Overall, Lylat is a fairly strong stage for us, but can disrupt certain zoning tools that we rely on. Avoid this stage against characters like ROB who can take advantage of the tilting to ricochet projectiles off the stage floor.
Wuhu Island
Author's Note: Wuhu is legal almost nowhere at this point, but I leave this write-up here for posterity.
Wuhu Island is the third transitioning stage in the 'Holy Trinity' and I personally feel it to be the weakest of the 3. That said, it is still a very strong stage for us, it just fills a very defined role. Wuhu Island's transitions are HUUUUUGE. Like, 'could play in Mega mode and it would still feel big' size. So unlike Delfino/Skyloft, which focus more on the mid-range game, I would use Wuhu Island as a stage to take characters who have a hard time dealing with the Thunder variants. Abuse that massive amount of horizontal space and just force them to run at you. (Poor Ganondorf) Avoid the stage against very fast characters like Captain Falcon who can run you down and make use of the extra space.
The rest of the transitions are.... you guessed it, ones that facilitate defensive play.
The Poor Stages
The stages in this group are stages that DIRECTLY hinder Robin's gameplan or aid opponents in exploiting her weaknesses in some manner. I avoid them almost all the time. FD receives my primary stage ban. Kongo or Duck Hunt usually gets the second. Castle Siege is not frequently picked, so I can usually get away without banning it, and it's not so bad in all match-ups.
Castle Siege
Castle Siege's first transition has the 'feast or famine' problem Halberd and Kongo share. If you control the bottom side, it's great. If you don't, you're in for a bad time. The transition is also quite small, which does not lend itself well to zoning. Arcfire from the high side will hit the ground on the low side, but only BARELY, and not if you cast it in the air.
1) All of our projectiles except Thoron are impeded by the statues. Thunder, Elthunder, Arcthunder all get blocked, and Arcthunder doesn't even trigger the 'X'. Arcfire ignites on the statue itself.
The transition between the stages even screws with us, as the stage gravity appears to warp in weird ways that make Elthunder fly into the ground. I haven't been able to consistently re-produce it to understand exactly how it works, but it has happened enough times to be really bothersome.
Fortunately not many people counter-pick this stage because it's generally not a SUPER strong pick for most characters, but be aware that it isn't good for us.
Kongo Jungle 64
Kongo, Kongo, Kongo. I love this stage, but jesus it's (almost) everything Robin doesn't want. Problems first: The blast zones are GIGANTIC. Impedes getting kills from Uair/Bair badly. The barrel can save opponents from Nair gimps/Elwind spikes. The platforms are too high to pressure effectively. Very difficult to approach an opponent who holds center stage, due to the slopes.
Main benefits it DOES have: If you're really good at landing Nosferatu, you can live forever. If you can control center stage, you're impossible to approach. Barrel can save YOU, as well. It also is semi-permeable like Delfino/Skyloft/Halberd, offering more recovery options.
Final Destination
So, I didn't even take a photo of FD because I hate it that much. And everybody already knows what it looks like.
FD is BAD. It exacerbates Robin's crippling flaws worse than any other stage.
The biggest problem Robin has is that the characters who beat her badly (Sheik especially) prevent her from safely landing thanks to their absurd ground speed. FD has no platforms to mix up your landing. Nothing to aid you in anyway to get back to the ground. All the opponent has to do is wait and react.
Similarly, there is nowhere for Robin to TRAP her opponents. Arcfire is extremely easy to navigate for all but the slowest characters. Ganondorf is about the only person I would ever take to this stage.
Only pick FD if you really think you have no other alternative. And only if you're playing a match-up where you already win the neutral game. Basically only against really floaty characters who have poor landing options, really slow characters, or Ganondorf.
This stage aids you in no way whatsoever, and actively hinders everything you stand for. Avoid like the plague.
A Quick Word on 3DS Stages
The 3DS version's stage selection is pretty bad, and it isn't the primary version that will see play, but I'll offer some short 1-liners here regardless.
Everything I said about BF/FD still applies.
Yoshi's Island Brawl is pretty meh. If you can hold center it's ok, but that's hard to do because the stage is small.
Prism Tower is excellent. It's like a weird cross between Delfino and Skyloft.
Arena Ferox is FD some of the time, and every other time it's a super favorable campy transition we can stall and camp on. Solid pick unless you'll get destroyed on the FD portion.
Brinstar, if legal, is awesome. Super close blast-zones mean early kills, and Robin's aerials control the angles of the stage exceptionally well.
Tomodachi Life is like an exaggerated Battlefield. If you can hold the bottom it's godlike. If you can't, avoid at all costs.
Reset Bomb Forest is great. Camp a lot. Platforms are great heights/layouts.
Rainbow Road is okay. Traveling portion is just FD, but the transitions are generally favorable for us.
Thanks for Reading!
Feel free to ask an questions you have, or for elaboration on specific points.
Feel free to ask an questions you have, or for elaboration on specific points.