Krysco
Aeon Hero
An issue I always found with using Thunder charge as a means of forcing approaches is simply how little opponents can care about it. Elthunder and Arcthunder aren't as dangerous as Shadow Ball or Charge Shot on their own, they don't provide mobility buffs like Limit, they aren't as fast as needles, there's no kill confirms into them like Waft (though Arcthunder itself can be a kill confirm into Levin aerials). You're also forced to shield/roll/jump/spotdodge if you don't want to fire it or go all the way to Thoron and Robin's OoS options are pretty bad, jumpsquat and aerial start up is slow. There also comes a point where you simply can't charge it for a bit due to durability though you do at least get the tome. Granted, even that comes with its own problems since you miss out on your normals and grab and you just lost a special. Plus item tosses are pretty slow (for cqc standards) with Robin's forward item toss being f10.
Elthunder only really kills off stage and Arcthunder requires Robin to be close for it to lead to kill confirms, unless he has an item in hand (though it can also kill on its own at later percents). It's more annoying for opponents if Robin has El or Arc over normal Thunder but it's still not as bad as other charge moves. Heck, Arcthunder becomes even less threatening if Robin doesn't have his Levin sword. Thunder isn't a bad move, I just find it underwhelming compared to other charging specials.
Elthunder only really kills off stage and Arcthunder requires Robin to be close for it to lead to kill confirms, unless he has an item in hand (though it can also kill on its own at later percents). It's more annoying for opponents if Robin has El or Arc over normal Thunder but it's still not as bad as other charge moves. Heck, Arcthunder becomes even less threatening if Robin doesn't have his Levin sword. Thunder isn't a bad move, I just find it underwhelming compared to other charging specials.
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