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Raziek's Robin Research Room & Repository (Moveset, Mechanics & Frame Data!)

Hong

The Strongest
Joined
Jul 6, 2004
Messages
23,550
At the very least, it won't be present in the Wii U version. I doubt the coding is a 1:1 transfer between the builds, and I can't imagine such a random exploit on one character and one character alone making it to the Wii U version intact.
If it helps, they are both having full attention when it comes to focus testing.

This means this anomaly is all the more likely to occur for the testers. Especially if the person designated to test this specific kind of relationship and/or event is a different group or individual.
 

Jackson

Smash Lord
Joined
Feb 4, 2014
Messages
1,331
Location
Alexandria, Virginia
As I mentioned in the social thread, even on English forums, Treehouse has eyes and ears everywhere.

If Sakurai and his team already does not know about it, it will be communicated to him before long. With Peach players being needlessly banned, it is a clear indication this game must be patched, and they have the capacity to do so. With that said, I think bugs will be resolved.
Why are Peach players being banned?
 

Hong

The Strongest
Joined
Jul 6, 2004
Messages
23,550
Why are Peach players being banned?
Because when they use their Down + B in For Glory mode, the game is occasionally detecting the generation of an item as something that shouldn't be possible. Currently, it is only Peach that suffers this error to my knowledge.
 

Jackson

Smash Lord
Joined
Feb 4, 2014
Messages
1,331
Location
Alexandria, Virginia
Because when they use their Down + B in For Glory mode, the game is occasionally detecting the generation of an item as something that shouldn't be possible. Currently, it is only Peach that suffers this error to my knowledge.
Oh, wow, that's pretty strange. Thanks for telling me.
 

•Col•

Smash Champion
Joined
Nov 19, 2007
Messages
2,450
At the very least, it won't be present in the Wii U version. I doubt the coding is a 1:1 transfer between the builds, and I can't imagine such a random exploit on one character and one character alone making it to the Wii U version intact.
Inb4 Nintendo cut corners by programming with 3DS engine in mind and copypasta'd the code over for the Wii u version

D:
 

•Col•

Smash Champion
Joined
Nov 19, 2007
Messages
2,450
I'm curious, you might want to see if the Custom Special moves have the same durability levels as the stock ones. I get the sense that they might be different to help balance the different special moves.

Also, I went back through the opening post and added button emoticons and some color codes, and normalized some of the formatting. I recommend doing it, because it makes it much easier to parse through the information:

Moveset Details

:GCA:
Jab 1
: 3%. Quick upwards sword slash. Surprisingly good range.


:GCA::GCA:
Jab 2:
3%. Quick downwards slash, similar range.


:GCA::GCA:(Hold: :GCA:)
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. Kills around 170ish.




:GCA::GCA:(Mash: :GCA:)
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.



Both jab finishers will kill training mode Luigi at 150ish on BF, with Wind killing slightly earlier. I feel like you can probably DI out of Wind, however.

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
:GCR::GCA:
F-tilt: 7% damage. Quick forward slash, angled slightly downwards (so not a straight stab). Reasonably fast start-up and recovery. Hits enemy horizontal, but has awful knockback.


:GCD::GCA:
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.



(Image is from the reveal video, it recovers faster than it appears).


:GCU::GCA:
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.


:GCR::GCR::GCA:
Dash Attack: Short-ranged stab close to his body. Awful recovery, doesn't kill until 180+. Probably won't be pressing this button much.



Smash Attacks
:GCCR:
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.




:GCCD:
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.





:GCCU:
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.



Aerials
:GCA:
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.


:GCR::GCA:
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.
Fair(Levin Sword): 11% damage. Same animation. Kills around 140.




:GCL::GCA:
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.


:GCU::GCA:
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.


:GCD::GCA:
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.




Throws
:GCZ:
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.


:GCZ::GCR:
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.


:GCZ::GCL:
B-Throw: 11%. Leaves opponent above and behind Robin a solid distance away. Definitely no follow-up. Kills around 200.




:GCZ::GCD:
D-Throw: 6%. Slams opponent into ground, bouncing them vertically. Doesn't kill until long after B-throw would. Possible follow-up on heavy characters?


:GCZ::GCU:
U-Throw: 8%. Tosses vertically. No kill power either. No follow-ups.




Special Moves & Custom Specials
:GCB:(Default Special)
Thunder (Neutral B): Charges Thunder tome. Can be charged in the air, canceled with Air-dodge. 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'.

:GCB:
Thunder: 3%. Reaches from the center of BF to the edge of the floating platform. Travels fairly fast, but no KB to speak of.



:GCB:(charged)
Elthunder: 9% 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 really late.



:GCB:(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 150.



:GCB:(charged)
Thoron: 10%. 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 165.





:GCB:(Custom Special Move 2)
Thunder2: Consumes around double the durability, but does extra damage and knockback, as well as travelling father distance. Takes longer to charge.

Damage values:
Thunder2: 5%
Elthunder2: 11%
Arcthunder2: 13%
Thoron2: 17% or 31%!

Thoron2 seems to do additonal damage if you hold down B after casting it. It seems like it adds a little bit of extra recovery animation, but is definitely worth it.

The best I can describe it is that it turns Thoron2 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.

:GCB:(Custom Special Move 3)
More info on this later.



:GCR::GCB:(Default Special)
Arcfire (Side B): 6-11%. 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 I'm unsure how much SDI could affect this. 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.





:GCR::GCB:(Custom Special Move 2)
More info on this later.



:GCR::GCB:(Custom Special Move 3)
Arcfire3: 6-7%. Turns Arcfire into a near-vertical Fireball that travels very fast, and does not burn on impact. It lingers where it hits, but does not cause additional hits. On the ground, this hits basically directly in front of Robin's feet. In the air, shoots diagonally downwards at a steep angle. Decent knock-back, but won't be killing anyone until 300.



:GCD::GCB:
Nosferatu (Down B): Fortunately, I already have all 3 versions of this one!

The basic idea is that Robin creates a dark vortex in front of him. If the vortex hits the opponent, Robin 'warps' next to them and leeches life from them while they are stuck in a 'pain animation', so to speak. He also heals based on the amount of damage he does, healing additional damage if he hits them from the back.

I'm PRETTY SURE this is a grab, and thus can't be shielded. It can be mashed out of to reduce the damage taken. 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.

:GCD::GCB:(Default Special)
Nosferatu: 15 damage, 13 healing (front). 15 damage, 16 healing (back). The Vortex spawns right in front of Robin, fairly quickly.





:GCD::GCB:(Custom Special Move 2)
Nosferatu2: 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 slightly more start-up.


:GCD::GCB:(Custom Special Move 3)
Nosferatu3: 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.



:GCU::GCB:
Elwind (Up B): Elwind is Robin's recovery tool. He shoots two wind-blasts below him, propelling him upwards along with it.

:GCU::GCB:(Default Special)
Elwind: 5%, 6%. Total of 11% 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.





:GCU::GCB:(Custom Special Move 2)
Elwind2: 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).


:GCU::GCB:(Custom Special Move 3)
Elwind3: 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.



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! All tomes do the same amount of damage (14-15%, 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.

Durability Counts (# of casts before it breaks)

Arcfire: 6 (Flashing at 5).
Elwind: 9 (Flashing at 7)
Nosferatu: 4 (Flashing at 3)

Thunder is a special case. The Tome itself has a 'total durability' that is shared among all versions of the cast.

Thunder: 20 (Flashing at 15) = 5% per use
Elthunder: 7 (Flashing at 5) = 14% per use
Arcthunder: 4 (Flashing at 3) = 25% per use
Thoron: 3 (Flashing at 2) = 33% per use

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: 10 seconds.
Arcfire: 10-11 seconds.
Nosferatu: 40 seconds.
Elwind: 7 seconds.

Levin Sword

You get exactly 8 swings of any Levin Sword move, starts the warning Flash at 6.

Respawn timer for the Levin Sword: 9 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.




Thoughts on Overall Strength & Playstyle
Here are my thoughts on Robin after doing all my research:

Prediction: High Tier, possibly better.

Robin has a LOT of great tools, but also has some defined weaknesses.

In terms of basic properties, Robin is pretty average. Feels somewhat light. Rolls, Shield Size and spot-dodge are all great, air-dodge is fine. Run-speed is a little sluggish, but not the worst. Also very floaty, so you shouldn't have any trouble recovering with Robin thanks to how far you can just float back after being hit.

Robin's Nair is SOOOO close to being amazing. If you could fast-fall it and have it AC, or if it had just a bit more range (or used the Levin Sword), it would be a real move. As it stands, not a great one. Dair is basically a meteor and that's it, the move is otherwise unimpressive in terms of hitbox/endlag. Fair is a bit awkward to use due to the slight start-up, but has a great angle and is very strong.

Bair and Uair are godlike. Bair comes out amazingly fast and has a fantastic hitbox, as well as being one of Robin's primary reliable kill options. Uair is like Marth Uair except it has ridiculous killpower. These two aerials will be the bulk of Robin's spacing game.

Robin's Smashes are all fairly punishable, but are strong and reliable killing tools that will see earlier kills than Bair/Uair. D-Smash is a close-range punish with less range (but more payoff) then F-Smash, while F-Smash will be the 'all purpose' ground punish and 'spacing' Smash. U-Smash doesn't have much of a grounded hitbox, so should be reserved for trapping landings and trying to catch jumps.

In the tilt department, Robin's U-tilt is ALMOST amazing. It's fast and has a great vertical hitbox, but is really lacking in horizontal hitbox, so its use as a grounded tool is going to be a bit limited outside of traps. F-tilt and D-tilt are the stand-outs here. F-tilt is fairly fast and has great range, and is usable out of a dash thanks to pivot canceling. D-tilt is ridiculously fast and recovers damn near instantly, but has very short range to compensate. It might be safe, or close to it, even on shield, but I'd need better testing tools to be sure.

Robin's standing grab is butts. The range is very poor. Dash-grab is a bit better, but still pretty laggy. Stick to pivot-grabbing, it has a much better range. His throws are in general fairly weak. You'll want to use them for positioning, and D-throw for follow-ups at low-mid percents on some characters. B-throw eventually becomes a kill move, none of the others do.

Nosferatu is going to be super important. In conjunction with his Bair/Uair, Nosferatu will form the core of his mix-up as it is a command grab, allowing him to beat shields, which are the best answer to his aerial game. Nosferatu has a long respawn timer (4 uses, 40 seconds), so this will take some careful management. All 3 versions of Nosferatu are good, having different trade-offs. N1 is the fastest, but is point-blank and gets middle amounts of damage. N2 hits farther away, but has a dead-spot, and does much less damage. N3 has a huge hitbox and does the most damage, but has no healing and longest start-up. I think the choice will be between N1 and N3, depending on how much you value start-up vs. hitbox size.

I'm still unsure how I feel on Arcfire. It's slow enough that you can react and jump, and if you use it while rising from a jump, it doesn't reach the ground to ignite. I'm having a hard time coming up with situations where it would be super reliable, but I'd also need time to try it against human opponents, and I also haven't unlocked its custom moves, so that could give a much more usable version.

Elwind is not an offensive tool, but will be fine as a recovery. I'd say go with Elwind1 unless you're in a match-up where you'll be sent to the bottom corner, because Elwind 3 is definitely much easier to edge-guard, I think. Warrants testing vs. humans.

Thunder and its variants will be the core of Robin's zoning. You're going to want to play a keep-away game that revolves around spacing the opponents out with Bair/Uair while racking up damage w/ Thunder variants. Thoron is an excellent punishing tool that can tack on 10 damage any time they press an unsafe button, and Arcthunder can be followed up on due to its slow travel time.

Robin seems to struggle the most when enemies get 'inside' the Levin Sword range. He doesn't have much in the way of 'get off me' tools, so you'll need to rely on Jab, Tilts and rolls/shield to try to find your way back to that optimal mid/long range game that I think is going to be core to Robin's playstyle.

@C.J. @Shaya @~Firefly~

Disclaimer: This is all work-in-progress currently, and is done on a Japanese 3DS copy of the game. :)
 
Last edited:

Soft Serve

softie
Premium
Joined
Dec 7, 2011
Messages
4,164
Location
AZ
Some questions
Roughly what percent would dtilt knock down?
Is the recovery/IASA of dtilt short enough to dash after them and grab after it hits?
Can you link multiple bronze uairs togeather? Like do they juggle well.
How's his dash spead compared to say, Pikachu ( I only have the demo so it'd be my only frame of reference)
And compared to other sword users, how long is his sword?
Thanks. I can't wait to get my hands on the full game.
 

Hong

The Strongest
Joined
Jul 6, 2004
Messages
23,550
It seems the jabs consuming tome durability is a bigger deal than I had originally considered.

For instance, I like the fire jab a lot more than the Excalibur one, because as players get good, it will be difficult for Robin to fully capitalize on the damage and the final attack because of DI, thus the fiery attack at least guarantees you a strong attack.

On the other hand, it seems like Arcfire is an attack you'll want to use liberally when you have the opportunity. It gives you so much stage control. Every time you use this jab attack, you exhaust your Arcfire supply. Suppose it will just require some situational awareness to have the discipline to avoid using the wrong jab unnecessarily. It will still be a great attack for high % KOs, or even just acquisition of stage control.
 

Conda

aka COBBS - Content Creator (Toronto region)
Joined
Mar 1, 2008
Messages
2,185
Location
Toronto
No it won't be. There's very little reason to swing with the bronze sword ever except for Nair.
How about when your enemy is at 70%, and you don't want to use up the levin sword since you'll need it soon to land a K.O when your enemy is at 120%~?
 

Raziek

Charging Limit All Day
Joined
Oct 14, 2008
Messages
9,626
Location
Halifax, Nova Scotia
NNID
Raziek
3DS FC
3866-8131-5247
I'm curious, you might want to see if the Custom Special moves have the same durability levels as the stock ones. I get the sense that they might be different to help balance the different special moves.

Also, I went back through the opening post and added button emoticons and some color codes, and normalized some of the formatting. I recommend doing it, because it makes it much easier to parse through the information:

Moveset Details

:GCA:
Jab 1
: 3%. Quick upwards sword slash. Surprisingly good range.


:GCA::GCA:
Jab 2:
3%. Quick downwards slash, similar range.


:GCA::GCA:(Hold: :GCA:)
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. Kills around 170ish.




:GCA::GCA:(Mash: :GCA:)
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.



Both jab finishers will kill training mode Luigi at 150ish on BF, with Wind killing slightly earlier. I feel like you can probably DI out of Wind, however.

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
:GCR::GCA:
F-tilt: 7% damage. Quick forward slash, angled slightly downwards (so not a straight stab). Reasonably fast start-up and recovery. Hits enemy horizontal, but has awful knockback.


:GCD::GCA:
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.



(Image is from the reveal video, it recovers faster than it appears).


:GCU::GCA:
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.


:GCR::GCR::GCA:
Dash Attack: Short-ranged stab close to his body. Awful recovery, doesn't kill until 180+. Probably won't be pressing this button much.



Smash Attacks
:GCCR:
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.




:GCCD:
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.





:GCCU:
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.



Aerials
:GCA:
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.


:GCR::GCA:
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.
Fair(Levin Sword): 11% damage. Same animation. Kills around 140.




:GCL::GCA:
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.


:GCU::GCA:
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.


:GCD::GCA:
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.




Throws
:GCZ:
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.


:GCZ::GCR:
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.


:GCZ::GCL:
B-Throw: 11%. Leaves opponent above and behind Robin a solid distance away. Definitely no follow-up. Kills around 200.




:GCZ::GCD:
D-Throw: 6%. Slams opponent into ground, bouncing them vertically. Doesn't kill until long after B-throw would. Possible follow-up on heavy characters?


:GCZ::GCU:
U-Throw: 8%. Tosses vertically. No kill power either. No follow-ups.




Special Moves & Custom Specials
:GCB:(Default Special)
Thunder (Neutral B): Charges Thunder tome. Can be charged in the air, canceled with Air-dodge. 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'.

:GCB:
Thunder: 3%. Reaches from the center of BF to the edge of the floating platform. Travels fairly fast, but no KB to speak of.



:GCB:(charged)
Elthunder: 9% 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 really late.



:GCB:(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 150.



:GCB:(charged)
Thoron: 10%. 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 165.





:GCB:(Custom Special Move 2)
Thunder2: Consumes around double the durability, but does extra damage and knockback, as well as travelling father distance. Takes longer to charge.

Damage values:
Thunder2: 5%
Elthunder2: 11%
Arcthunder2: 13%
Thoron2: 17% or 31%!

Thoron2 seems to do additonal damage if you hold down B after casting it. It seems like it adds a little bit of extra recovery animation, but is definitely worth it.

The best I can describe it is that it turns Thoron2 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.

:GCB:(Custom Special Move 3)
More info on this later.



:GCR::GCB:(Default Special)
Arcfire (Side B): 6-11%. 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 I'm unsure how much SDI could affect this. 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.





:GCR::GCB:(Custom Special Move 2)
More info on this later.



:GCR::GCB:(Custom Special Move 3)
Arcfire3: 6-7%. Turns Arcfire into a near-vertical Fireball that travels very fast, and does not burn on impact. It lingers where it hits, but does not cause additional hits. On the ground, this hits basically directly in front of Robin's feet. In the air, shoots diagonally downwards at a steep angle. Decent knock-back, but won't be killing anyone until 300.



:GCD::GCB:
Nosferatu (Down B): Fortunately, I already have all 3 versions of this one!

The basic idea is that Robin creates a dark vortex in front of him. If the vortex hits the opponent, Robin 'warps' next to them and leeches life from them while they are stuck in a 'pain animation', so to speak. He also heals based on the amount of damage he does, healing additional damage if he hits them from the back.

I'm PRETTY SURE this is a grab, and thus can't be shielded. It can be mashed out of to reduce the damage taken. 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.

:GCD::GCB:(Default Special)
Nosferatu: 15 damage, 13 healing (front). 15 damage, 16 healing (back). The Vortex spawns right in front of Robin, fairly quickly.





:GCD::GCB:(Custom Special Move 2)
Nosferatu2: 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 slightly more start-up.


:GCD::GCB:(Custom Special Move 3)
Nosferatu3: 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.



:GCU::GCB:
Elwind (Up B): Elwind is Robin's recovery tool. He shoots two wind-blasts below him, propelling him upwards along with it.

:GCU::GCB:(Default Special)
Elwind: 5%, 6%. Total of 11% 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.





:GCU::GCB:(Custom Special Move 2)
Elwind2: 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).


:GCU::GCB:(Custom Special Move 3)
Elwind3: 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.



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! All tomes do the same amount of damage (14-15%, 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.

Durability Counts (# of casts before it breaks)

Arcfire: 6 (Flashing at 5).
Elwind: 9 (Flashing at 7)
Nosferatu: 4 (Flashing at 3)

Thunder is a special case. The Tome itself has a 'total durability' that is shared among all versions of the cast.

Thunder: 20 (Flashing at 15) = 5% per use
Elthunder: 7 (Flashing at 5) = 14% per use
Arcthunder: 4 (Flashing at 3) = 25% per use
Thoron: 3 (Flashing at 2) = 33% per use

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: 10 seconds.
Arcfire: 10-11 seconds.
Nosferatu: 40 seconds.
Elwind: 7 seconds.

Levin Sword

You get exactly 8 swings of any Levin Sword move, starts the warning Flash at 6.

Respawn timer for the Levin Sword: 9 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.




Thoughts on Overall Strength & Playstyle



Disclaimer: This is all work-in-progress currently, and is done on a Japanese 3DS copy of the game. :)
Thank you! I'll be cleaning up the OP some more tonight after work, so I appreciate the work!

Some questions
Roughly what percent would dtilt knock down?
Is the recovery/IASA of dtilt short enough to dash after them and grab after it hits?
Can you link multiple bronze uairs togeather? Like do they juggle well.
How's his dash spead compared to say, Pikachu ( I only have the demo so it'd be my only frame of reference)
And compared to other sword users, how long is his sword?
Thanks. I can't wait to get my hands on the full game.
D-tilt starts causing knockdown around 140 or so on Pit in training mode.
D-tilt Grab would work until around 30ish maybe? It doesn't look real though, they can probably spot-dodge or jab you out of it.
Bronze uair juggles are probably fairly real. It doesn't send very far at all.
Dash speed is bad, but not the worst. About the same as Link's.
Probably close to the shortest in the game in terms of how much disjoint you usually get. Maybe slightly longer than Pit's for some attacks. LSUair has TONS of disjoint though.
How about when your enemy is at 70%, and you don't want to use up the levin sword since you'll need it soon to land a K.O when your enemy is at 120%~?
Ehhhh, I'd even still use it then. The extra damage is worth it, and the extra KB gives you time to charge Thoron or set up for an edge-guard.
 

Fire Tactician

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How about when your enemy is at 70%, and you don't want to use up the levin sword since you'll need it soon to land a K.O when your enemy is at 120%~?
I agree with Raziek completely. I've only once had a problem with losing my tomes or Levin Sword and that's because I was frustrated and spamming Arcfire and hadn't noticed that it disappeared. When the enemy is at 70%, use the Levin Sword to get them to a more reasonable KO range. If it runs out, so what? Get away ASAP and use Arcfire and a Thunder variant to stall (Thunder conserves uses, Elthunder is especially useful for its brief stun and small charge time, and Arcthunder and Thoron can KO). It'll be back and better than ever in a few seconds anyway, and since Robin seems to always switch to his Levin Sword the second it recharges, you'll see when it's back. And for bonus points, try to catch the Levin Sword as it drops and use it as a surprise KO move when you throw it (also, dual Levin Sword wielding Robin looks great).

Quick question- can the bronze sword variant of his Dair meteor smash? My guess is that it can't, but if it could, that'd be an excellent way to KO an enemy while your Levin Sword is recharging.
 

Unicorn

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I agree with Raziek completely. I've only once had a problem with losing my tomes or Levin Sword and that's because I was frustrated and spamming Arcfire and hadn't noticed that it disappeared. When the enemy is at 70%, use the Levin Sword to get them to a more reasonable KO range. If it runs out, so what? Get away ASAP and use Arcfire and a Thunder variant to stall (Thunder conserves uses, Elthunder is especially useful for its brief stun and small charge time, and Arcthunder and Thoron can KO). It'll be back and better than ever in a few seconds anyway, and since Robin seems to always switch to his Levin Sword the second it recharges, you'll see when it's back. And for bonus points, try to catch the Levin Sword as it drops and use it as a surprise KO move when you throw it (also, dual Levin Sword wielding Robin looks great).

Quick question- can the bronze sword variant of his Dair meteor smash? My guess is that it can't, but if it could, that'd be an excellent way to KO an enemy while your Levin Sword is recharging.
Haha ya I'd like to see a "style points" match between Zero Suit Samus and Robin. ZSS goes for crazy setups off of her down smash and pillaring combos with her Up-b. Robin goes for setups from Arcfire and trying to KO someone by catching a broken tome or sword then bopping them with it.
 

Fire Tactician

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Haha ya I'd like to see a "style points" match between Zero Suit Samus and Robin. ZSS goes for crazy setups off of her down smash and pillaring combos with her Up-b. Robin goes for setups from Arcfire and trying to KO someone by catching a broken tome or sword then bopping them with it.
Funnily enough, I have a match saved where I meteor smash a ZSS online with Robin's Dair :p

-How reliable is Elwind as a gimping/edge guarding tool off stage? I've seen people do it a couple of times on streams, but since their where just trying out Robin and getting used to him their didn't do a whole lot.
Elwind in the right hands can be deadly. Sometimes when I try to edge-guard with it, it'll just bounce them up. However, occasionally it'll launch them sideways into the side of the stage and they'll fly down and get KO'd. Even less frequently, they'll fly with the Elwind and get dragged down. It's not reliable per se, but if you can use it safely without leaving Robin vulnerable, I say go for it. Worst case scenario, you still deal ~10% to them (or you save them, but in that case, you shouldn't use it at all). Also, the trick is to aim nearer to Robin's body with it. I find myself miscalculating all the time and accidentally floating too high up and missing them completely. (EDIT: I've been experimenting in training mode with it and it's hard to hit with, but it's much easier to do so on a stage with a box shape, like Gerudo Valley's Final Destination. This makes even the sideways hits much more deadly since they'll bounce off the stage's edge and fly downwards often)

However, I've meteor smashed/spiked (I'm not sure of the difference but the opponent went straight down) with Levin Sword Dair. Yeah, it can launch the enemy sideways (sometimes for a nice KO), but if you get the timing right, it can send them plummeting downwards. I almost prefer it to Elwind as an edge-guarding tool. I haven't seen this mentioned here...

Also do you think it will be easier for Robin to perform Aerial Smash Attacks if given a C-Stick? I don't really see a lot of players take full advantage of Robin's aerial Smashes either because they don't know that s/he has this ability or if its more difficult to perform smashes in midair.
I couldn't tell you why they don't use it. It's extremely easy to use. I think I've only whiffed an input once. Sure, the C-Stick will be better, but it's already pretty easy to figure out.
 
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Zethoro

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Thanks for doing this @ Raziek Raziek ! Robin is the most interesting of the newcomers to me, and trying to find and compile information about him through various videos was getting pretty difficult, especially for some custom moves.
I have a few questions though. For starters, you mentioned Thunder2's attacks using more durability. Is it by a set multiplier (ex: 1.5) or is it different for each stage of charge (ex: Thunder is 1.5x, Thoron is 2x)
Aside from that, Arcthunder has a very long hitstun, but it's slow. I know DI would possibly affect some things, but could a combo like Arcfire -> Arcthunder -> Nosferatu/Grab be possible? By the same token, at close range a chain like Arcfire -> Down-Smash seems plausible as a kill move. Using another move with far greater knockback would knock the opponent out of the Arcfire, correct? (Much like how being buried worked before) That aside, is B-Throw a viable kill move? It seems very strong in KB for a throw but you say it doesn't kill until around 200.
 

Fire Tactician

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Interesting little tidbit... Throwing a tome can actually deal 18% on a 100% Dark Pit and KO him. Sometimes it only does 15%-17%, but it's still a potent move. It might be an interesting idea for some people to just waste Nosferatu and use up all of its 4 uses just to get a one-off KO move. When you're over 150% yourself, healing with Nosferatu isn't going to do much, so why not make it a potential KO move until you die? Even if it only deals 15%, that's not too shabby.

Edit: It also reliable KOs Dark Pit at 110%.
 
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Zoa

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It's hilarious his tomes themselves inflict more damage and knockback than the spells themselves. It's going to be interesting as Robin's metagame develops because he also has a powerful item game to go along with his different spells for varying situations. Do you want to purposefully waste a tome for the KO ability, or keep it for the spells they provide? This will definitely require serious strategy for our tactician. His options are crazy.
 

Soft Serve

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He has good items too? Damn, if only glide tossing was back in. I'll have to learn brawl item play (rising fairs and stuff to catch items) because I'm too used to PM items, but he's going to be a lot of fun.
 

TeaTwoTime

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My hype for playing Robin right now is about equal to my hype for playing the rest of the entire game. :grin: His playstyle reminds me of all the things I liked about Samus and Marth in Brawl (my 2nd and 3rd mains), only without several of the things I didn't like about both. The only conclusion I find fitting is that Robin and I were meant to be. :grin:

Oh, and seriously, his dash attack animation is just fantastic. The animation is so... unswordsmanlike. :p Perfectly suitable for me considering my Robin build has always been +Mag -Str. :grin:
 
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Fire Tactician

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My hype for playing Robin right now is about equal to my hype for playing the rest of the entire game. :grin: His playstyle reminds me of all the things I liked about Samus and Marth in Brawl (my 2nd and 3rd mains), only without several of the things I didn't like about both. The only conclusion I find fitting is that Robin and I were meant to be. :grin:

Oh, and seriously, his dash attack animation is just fantastic. The animation is so... unswordsmanlike. :p Perfectly suitable for me considering my Robin build has always been +Mag -Str. :grin:
Better yet is his ledge attack animation (I think that's what it's called). He awkwardly throws himself up over it, stretches forward, and jabs. It's so clumsy looking that it's great!
 

Raziek

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OP updated with Formatting and custom specials.

Going to comb the thread sometime tomorrow and try to incorporate an FAQ section.
 

Delzethin

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Just watched the video. Great to see all of Robin's alternate specials in action.

So you figure the best loadout to go with would be 2-3-1-1?
 

•Col•

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Just watched the video. Great to see all of Robin's alternate specials in action.

So you figure the best loadout to go with would be 2-3-1-1?
I think the 'best' loadout will actually vary a bit depending on the matchup.

Honestly pretty much all of Robin's custom specials seem like they'll have their uses. For example, Elwind3 against enemies that are good at edgeguarding characters that recover low. Or Thunder3/Arcfire2 against slower characters without projectiles/reflectors to be super-spammy.

The only special move that seems kinda 'eh', is Elwind2.. And even then, it still seems like it could have SOME uses. Like going out really far to edgeguard characters that recover low, and using Elwind2 to recover afterwards? I dunno.
 

Fire Tactician

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Just watched the video. Great to see all of Robin's alternate specials in action.

So you figure the best loadout to go with would be 2-3-1-1?
I like 2-1-3-1 (Thunder, Arcfire, Nosferatu, Elwind). Default Elwind and Arcfire are extremely reliable. I don't really care much for the healing of Nosferatu, so I'll take the more damaging one. While I do love normal Thunder, I love the idea of being able to burn through the tome with one attack, especially since a thrown tome KOs at 110%.
 

Unicorn

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I like 2-1-3-1 (Thunder, Arcfire, Nosferatu, Elwind). Default Elwind and Arcfire are extremely reliable. I don't really care much for the healing of Nosferatu, so I'll take the more damaging one. While I do love normal Thunder, I love the idea of being able to burn through the tome with one attack, especially since a thrown tome KOs at 110%.
I've got 2-1-3-1 as my preferred also. I think that default Thunder is probably better than Thunder 2, but I can't resist the temptation of a super powerful Thoron. I'll probably be banned from tournaments for shouting "KAMEHAMEHA!" everytime I shoot it.
 

Fire Tactician

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I've got 2-1-3-1 as my preferred also. I think that default Thunder is probably better than Thunder 2, but I can't resist the temptation of a super powerful Thoron. I'll probably be banned from tournaments for shouting "KAMEHAMEHA!" everytime I shoot it.
Is it bad that I'm not doing it for strong Thoron, but for fast access to his book throw? I love it as a KO move.
 

Zoa

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Is it bad that I'm not doing it for strong Thoron, but for fast access to his book throw? I love it as a KO move.
That's two books to throw at people quickly now. Especially one that regenerates quickly. Looks like being a bookworm actually pays off in Smash.
 

Soft Serve

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I'll have to get my hands on a game and play around with it, but I'll probably go with
Thunder 2
either 1 or 3
nosferuatu 3 (I really could care less about healing, imo healing is bad because combos only exist at low percents and with Vectoring/KI you shouldn't be dieing anytime soon, so the straight dmg is probably better. I also think that the larger grab box is much much better, I'm aiming to use it for platform tech chaces because it seems to cover all the options)
and either elwind 1 or 3, want to see which one i like most.

I'm really worried about robin's kill potential. I think its going to be restricted to off stage kills, intercepting people with levin sword aerials, thoron and thrown tomes. If you guys haven't seen it yet, go look at strong bad's thread on DI's replacement mechanic. I'm worried that when people use it properly it will pretty much kill all of robin's kill power, because so far he already seems to lack it.
 

Folt

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Of the default & custom specials, I'd take Thunder (Elthunder, Arcthunder, Thoron) 2, Arcfire 3, Elwind 1, and Nosferatu 1 for one build, and Thunder (Elthunder, Arcthunder, Thoron) 1, Arcfire 3, Elwind 1, and Nosferatu 1 for another. I like the healing ability of Nosferatu and I'm very fond of both the first and second of the Thunder variants. Arcfire 3 was picked because it looked the most useful out of the Side B specials, and the default Elwind sounds like the most useful one.

I'm really worried about robin's kill potential. I think its going to be restricted to off stage kills, intercepting people with levin sword aerials, thoron and thrown tomes. If you guys haven't seen it yet, go look at strong bad's thread on DI's replacement mechanic. I'm worried that when people use it properly it will pretty much kill all of robin's kill power, because so far he already seems to lack it.
Judging from people's experiences with Training Mode vs. outside Training Mode, I'm wondering if the CPU is actually making use of the new DI mechanics themselves. It could be worth checking.
 

slimjim

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I hope this hasn't been answered yet, but since it's not in the OP, does dying reset the durability of the tomes and LS? For example, you've used 10 thunders, and thusly have 10 remaining. Would dying cause it to have full durability again?

Also, does dying respawn your tomes and/or LS? For example, you've just used your 4th nosferatu and discard the tome. You kill yourself. Now can you use nosferatu immediately without waiting the 40 seconds?

If it hasn't been asked yet, then I get the answer so win. If it has been asked already, then please use this message as a reminder to add it to OP so we win anyways. : )
 
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Fire Tactician

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I hope this hasn't been answered yet, but since it's not in the OP, does dying reset the durability of the tomes and LS? For example, you've used 10 thunders, and thusly have 10 remaining. Would dying cause it to have full durability again?

Also, does dying respawn your tomes and/or LS? For example, you've just used your 4th nosferatu and discard the tome. You kill yourself. Now can you use nosferatu immediately without waiting the 40 seconds?

If it hasn't been asked yet, then I get the answer so win. If it has been asked already, then please use this message as a reminder to add it to OP so we win anyways. : )
Yes, they recharge upon death.
 

Raziek

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I hope this hasn't been answered yet, but since it's not in the OP, does dying reset the durability of the tomes and LS? For example, you've used 10 thunders, and thusly have 10 remaining. Would dying cause it to have full durability again?

Also, does dying respawn your tomes and/or LS? For example, you've just used your 4th nosferatu and discard the tome. You kill yourself. Now can you use nosferatu immediately without waiting the 40 seconds?

If it hasn't been asked yet, then I get the answer so win. If it has been asked already, then please use this message as a reminder to add it to OP so we win anyways. : )
Yes to both. Will make note in OP.
 

slimjim

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Yes to both. Will make note in OP.
Ohhhh man, oohhh yes. Thank you for the answer and OP update. This alone expands our options significantly. At higher percents we can use more magic to zone because we're guaranteed to get all of it back when we die. And with the increase in magic use comes the increase in spawning itemized LS/tomes with kb high enough to kill. In high-% last-hit scenarios, we grow in potency where other characters diminish. Also since nosferatu is a command grab, it becomes harder to mash out of at higher percents. If you choose to utilize a healing nosferatu, it is maximally useful at opponent's higher percents since that maximizes not only the damage you do and heal, but also minimizes respawn time due to magic recharge at death. Back-throw is our strongest kb throw, so if we're zoning the other player from the side of the stage and they're forced to approach, they put themselves in kill range off the closest boundary. Theorycrafting Robin strats is what it's all about.
 
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Raziek

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I still need to do some testing on it, but I discovered that Nosferatu heals more when you're at higher percentages. I healed from 142 down to 111 (29 damage!) from the FRONT on a Mega Man player.

The video is uploading on my youtube channel. I have to leave for work, so I won't be able to post it until later tonight, but if you're subbed, you can see it as soon as it goes up. Enjoy, folks!
 

slimjim

Smash Apprentice
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I still need to do some testing on it, but I discovered that Nosferatu heals more when you're at higher percentages. I healed from 142 down to 111 (29 damage!) from the FRONT on a Mega Man player.

The video is uploading on my youtube channel. I have to leave for work, so I won't be able to post it until later tonight, but if you're subbed, you can see it as soon as it goes up. Enjoy, folks!
Thanks for all the testing! I was wondering about that ever since I saw ZeRo heal for 30% twice in a row when he and his opponent were at high %s. Do you heal more because the opponent can't mash out as quickly, or do you heal more because the speed at which you heal increases?
 

Fire Tactician

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Thanks for all the testing! I was wondering about that ever since I saw ZeRo heal for 30% twice in a row when he and his opponent were at high %s. Do you heal more because the opponent can't mash out as quickly, or do you heal more because the speed at which you heal increases?
I'm checking right now...

100% Robin -> 87% Robin
100% Captain Falcon - 115% Captain Falcon

0% Robin -> 0% Robin
100% Captain Falcon - 115% Captain Falcon

It looks like it's just the enemy's damage. I guess we'll see Raziek's video soon.
 

Raziek

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Thanks for all the testing! I was wondering about that ever since I saw ZeRo heal for 30% twice in a row when he and his opponent were at high %s. Do you heal more because the opponent can't mash out as quickly, or do you heal more because the speed at which you heal increases?
Seems to be the speed increases.


Timestamp 2:56.
 

•Col•

Smash Champion
Joined
Nov 19, 2007
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Seems to be the speed increases.

-video-

Timestamp 2:56.
Hmm, interesting. Would you care to do some testing with Nosferatu2 and 3? I'm curious if their effects change at all depending on your %.. If not.. Why would anyone ever choose Nosferatu 2 or 3 over the default when it's already 'balanced' and has the ability to scale upwards as the match prolongs?
 
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False Sense

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Hmm, interesting. Would you care to do some testing with Nosferatu2 and 3? I'm curious if their effects change at all depending on your %.. If not.. Why would anyone ever choose Nosferatu 2 or 3 over the default when it's already 'balanced' and has the ability to scale upwards as the match prolongs?
Well, Nosferatu 3 may be preferable for those who don't care about the healing aspect and simply want to be able to rack up damage with the move.

As for Nosferatu 2, I imagine that it would have a similar scaling mechanic to Nosferatu 1.
 
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