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Robin Combo Thread!

adacis

Smash Rookie
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Oct 6, 2014
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Try using Arcfire-> USmash. This is provided the enemy is attacking overhead, and gets caught in the initial Arcfire frames. Doesn't happen much, but when you catch with it it can do plenty and even get you a KO.
Seconding this. I do this quite a bit, and it's such a reliable kill. I find myself killing more often than simply adding on damage when I pull it off.
 
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CharZane

Smash Apprentice
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Oct 13, 2014
Messages
122
On Arcfire Usmash: I can't wait to be able to stick this combo-- its reliability will skyrocket.

As an aside, I think a much shorter list might be moves that cannot combo with Arcfire. Perhaps just a list on the first post of what can't, unless the specific timings and situational uses of each that can work are considered key.

Haven't managed dtilt, though ftilt and utilt work for chip damage when someone's caught close but not quite at a good smash angle/timing. Every smash, of course, works quite well, should someone be caught in 'Firewall' ranges. All aerials work, though I'm not positive of how plausible Bair would be, and to a lesser extent Dair. Jab combos seem out, though grabs, Nosferatu, and any form of Thunder can work. I'm curious as to Elwind, but I'm not sure if the spike trajectory could take any priority over Arcfire's ending knockback, even if hitting with Elwind were possible somehow.

So... perhaps 3 that can't combo out of Arcfire? Elwind/Jabs/Dtilt? Actually, in hindsight, you can certainly hit with jabs (just not the full jab combo, in my few attempts), as well as dtilt on perhaps a low % bowser or someone offstage or the like... The question's then just Elwind.
 

adacis

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I just realized I misread Ultimastrike's post; I thought it was Arcfire -> Uair (Levin Sword). Sorry for misleading. Anyhow, I'm surprised it hasn't been mentioned at all. As I said before, it makes a very nice KO move.
 
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~ Valkyrie ~

Holy Maiden Warrior
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Damn this 3DS-system... I wish I'd use those ArcFire-combos outside of Levin F-Air. Circle Pad keeps feeling unreliable to do quick button strings.
 

CharZane

Smash Apprentice
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Oct 13, 2014
Messages
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Damn this 3DS-system... I wish I'd use those ArcFire-combos outside of Levin F-Air. Circle Pad keeps feeling unreliable to do quick button strings.
I hear ya-- I mean, I could barely Ken combo even with a c-stick... who knows how much more flexible Robin's air game will get once we get a stick dedicated to Levin inputs? I mean, I doubt we'll get anything so safe as Marth's retreating Fairs out of it (though Nair does an admirable job of that anyway), but still, I'm happy to see any new ground-to-air sets out of it... That, and those one-in-twenty aerials I do where I end up missing the 'smash' input won't be a thing... ^^"
 

Doroco

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Jul 18, 2014
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Yo, point blank arc thunder > grab/forward throw > thoron

edit nvm guys you need to charge thunder to shoot thunder
 
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Hong

The Strongest
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Yo, point blank arc thunder > grab/forward throw > thoron
Do you mean Arcfire for the initial setup? It's impossible to launch an Arcthunder and immediately followup with Thoron. Even then, Arcfire's trajectory makes it difficult to land in close-quarters against short characters.
 

waterlong

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Down air spike in to elwind (possably double spike if the % is right) at low-ish % can make for some pretty early kills

and then on bigger characters like dedede, at really low % levin sword forward air in to forward air in to another forward air can push them all the way across the stage off the ledge
 
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Mr. Johan

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Both around 90-105%, maybe more:

Short Hop sourspot Levin Uair -> Bair (for fastfallers) or Uair (for floaties). Uair might be required to autocancel. The second Uair will start working fastfallers around 135-140%.

Short Hop sourspot Levin Bair -> Fair/Bair. Seems to only work on tall characters when used on opponents on the ground.

Requires the hardest of reads, but man is it ever satisfying to nail them. Specifically the former.
 
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Ingoro

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A few days ago I came across some tech which allows you to cancel the first few frames of a dash into fSmash. It's a known combo, but it demonstrates increased range.

http://gfycat.com/AcrobaticViciousFlyingsquirrel

I don't know why the counter doesn't count it as a combo but I really doubt it's possible to escape this.
Smooth GIFS! I find those links an effective way to communicate what you mean with your combo's.
 

Mienaikage

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Ah, the Arcladder. Worthy combo indeed!

Very satisfying to crush your enemy in pure magical destruction.
The Arcladder also appears to work the other way around as well:
http://gfycat.com/ThriftyUnselfishAchillestang

It seems Arc* is generally best for starting combos. I can get a few OTGs with USair but you have to do them pretty much the moment before you hit the ground. You can either get uTilt, uSmash, or uAir again depending on percentage.
 

False Sense

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The Arcladder also appears to work the other way around as well:
http://gfycat.com/ThriftyUnselfishAchillestang

It seems Arc* is generally best for starting combos. I can get a few OTGs with USair but you have to do them pretty much the moment before you hit the ground. You can either get uTilt, uSmash, or uAir again depending on percentage.
This is great stuff!

As is quite clear at this point, the Arc spells are the best moves Robin has for creating combos due to their unique trapping capabilities. Since Robin is not a naturally fast character, but has very powerful attacks that can do a lot of damage in a single hit, these moves are deadly tools in Robin's arsenal. And as your gifs have made apparent, these moves can combo into themselves to rack up an impressive sum of damage.

Anyway, thanks for posting these! They're great examples of what Robin is capable of.
 

Mienaikage

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And a double Arc to Nosferatu:
http://gfycat.com/ExhaustedTestyAgouti

Here's a bunch of USair stuff:
http://gfycat.com/IlliterateBiodegradableBobwhite
http://gfycat.com/BitesizedWarpedHoneycreeper
http://gfycat.com/DefenselessGoldenFoxterrier
http://gfycat.com/MajesticBlondAxolotl

I also reuploaded all the previous ones as they were incorrectly sized:
http://gfycat.com/MadCheapHalibut
http://gfycat.com/FilthyTastyAmericanratsnake
http://gfycat.com/FrigidFemaleAngora
http://gfycat.com/FlawedGorgeousCollie (This is my favourite and I'm calling it Checkmate.)

And last but not least, lets dive into the world of impractical combos for triple Arc* and >50% damage!
http://gfycat.com/BelovedSilkyAyeaye
 
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Ridel

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I've been able to get Archfire into Arcthunder into grab into F-Throw and finishing with a Levin D-Air to spike. Though it was against a mediocre Ganon player so the D-Air is not guaranteed since he could have air-dodged to avoid it. Everything else seemed legitimate though but I would suggest jumping then throwing out the Arcthunder to be safe.
 

CosmicFuzz

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Not sure how often this works (so far I've only gotten it 3 times) but off stage Footstool --> Elwind spike has worked amazingly well for me. It's a pretty safe way to get those pesky people who try to recover from deep under the stage.
 

Zareidriel

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I can't tell, in this thread, what combos are legitimate, and at what percents the legitimate ones do work, etc. The OP hasn't edited it in like, forever, so we may want to move this discussion elsewhere.
 

Demonstormkill

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I can't tell, in this thread, what combos are legitimate, and at what percents the legitimate ones do work, etc. The OP hasn't edited it in like, forever, so we may want to move this discussion elsewhere.
Good idea, but as much as possible we should keep combo discussion in one thread, so for now I'll post here. I'd be interested to see where people are now with their combo knowledge. Here are a few discussion points:

1. You can tack on fairs to opponents caught in arcfire. As with most of Robin's greedier arcfire combos, you typically need to jump towards the opponent with Arcfire in order to have time. It's not necessarily the best option either, as usually a jump-in arcfire can lead to some very nasty stuff (like double arcfire, Nos or spikes). That said, you can hit an opponent with rising fair (on the way up to finish your combo) just before the final hit of arcfire. Arcfire will pop them up in the air as normal and you can hit them with whatever. This also works for thrown/dropped equipment, but the timing is a little tighter. There may be even more we can do with this window and Robin players should get used to exploiting it. If you're testing this and unsure whether you're getting the Fair KB caught by arcfire, use bronze fair instead, it makes it much easier to see the result and practice.

2. This is probably widely known but nowhere in this thread does it say that f-air combos to u-air at low %'s. I'd like to see Robins using a lot more of this simple combo out of arcfire, rather than single aerials.

Combining the two concepts above, Robin has a couple semi-legit 50% combos on falcon at very low %s:

jump-in arcfire -> rising SFair (trapped in arcfire) -> double jump SFair -> SUair (48%)
jump-in arcfire -> jump-in arcfire -> fullhop SFair -> SUair (50%)

I say semi-legit because they work in training mode, but usually they should be able to get out of arcfire with DI/SDI.

3. When we're dealing with characters like Falcon that are easy to combo, we have a good idea of how to rack up damage and experience no real problems with it. But what about the more slippery characters? I think it's no coincidence that several of them are dominant characters right now. Has anyone got ideas on how to combo (or string effectively) against characters like Sheik, Mario, and Pikachu? That's the kind of progress we need most.
 
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