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Robin Patch Notes - 1.1.0 - AND THEN THERE WAS BUFFS

941

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Wait, does d-throw actually combo? Every time I go for stuff they just jump out. Or rather, anything I go for other than jab/utilt can be escaped. Arcthunder, etc. are not combos in my experience? What am I doing wrong?
Playing against actual people instead of training mode CPUs. Seriously though, I can't really get D-throw to combo into Arcthunder, but I can get D-throw > U-air and D-throw > U-Smash at certain percents.
 

Hark17ball

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I haven't been able to play due to working, while still being a little salty Samus didn't get any fixes to her broken moves I'm extremely happy about these Robin changes! Can't wait to play tomorrow after work!

Since everyone's clearly used the scale tipping quote, I'll opt for another one used by Frederick. My opponents should get ready to pick a God.....and PRAY!
 

FlynnCL

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The biggest deal for me are the Thunder buffs. 10 frames cut from Arcthunder is enormous, you get so much advantage now.
 

Nyrélhos

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What we should probably be looking into now is what our most optimal combos are for damage and kill potential. I'm thinking Wind Jab, Utilt, and obviously Uair will be the bread and butter followups from Dthrow with Ftilt, Nair, and Fair serving as mixups. What about Arcthunder? I'd think the most reliable combo would be Arc -> Dthrow -> % dependent followup since you don't have to be close to get the grab. Obviously point-blank Arc has anything you want, but it will be harder to land that consistently. I'm guessing the most damage will come from smashes in that situation, provided you don't need Nos heals. Thoughts?
I believe (is the word "believe" correct in this context ?) Ftilt does 1 more % than Utilt, but is not guaranteed at certain %, where Utilt actually is. However, Ftilt send the opponent away from us so we can breathe or send him off-stage. I think Utilt or Ftilt depends of the situation and there isn't really a superior and inferior follow up between these two.
 

Quickhero

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Wow, maybe Sakurai is really making sure the main characters in FE are really strong. With Ike, Marth, and Roy all being candidates for high tier, I guess he just decided to buff Robin so he can catch up. :p
 

XXII FOOL

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Playing against actual people instead of training mode CPUs. Seriously though, I can't really get D-throw to combo into Arcthunder, but I can get D-throw > U-air and D-throw > U-Smash at certain percents.
I played robin at my local yesterday and suffered a lot of the same problem. People just nair or jump out, so you have to be a little more aware. I would end up down throwing and reading their jumps with either an immediate up air or delaying arcthunder a bit to trap their landing (mostly higher %s where they'd air dodge) and potentially follow up. Experimented a bit with down throw into SH arcfire to catch their jumpouts but it wasn't very reliable.

EDIT: down throw --> jab 1 and 2 --> arcthunder --> followups sometimes worked.
 
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AC NuBurs

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Been in training mode for a bit, im having a hard time solidly landing the down throw up air combo. I messed around trying it on ryu, and the combo counter on the screen only counts the two hits sometimes, and I cant tell if im just bad, or slow lol.

I found down throw into jabs at low percents to be really easy though. This is pretty significant, I have a friend who plays falcon so this is great.
 

Nyrélhos

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I just played in For Glory and ultimately, at mid %, after a Dthrow, I prefer to read the (likely) airdodge and charge a Fsmash. 1, it's a lot of damages, and 2, it conditions the opponent to non-airdodge when he will have to airdodge, at higher %.

EDIT :

Been in training mode for a bit, im having a hard time solidly landing the down throw up air combo. I messed around trying it on ryu, and the combo counter on the screen only counts the two hits sometimes, and I cant tell if im just bad, or slow lol.

I found down throw into jabs at low percents to be really easy though. This is pretty significant, I have a friend who plays falcon so this is great.
I guess you're probably too slow, it happens to me sometimes. Don't hesitate to buff the jump command before the throw's animation is over, and remember that it's a full jump most of the time, not a short hop.
Personally, I put the speed in 1/4 and watched precisely during the animation of Dthrow, when Robin could do the jump. It helped me a lot.
 
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Raijinken

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Just because Robin is top <number> doesn't make his matchups against the top 5-10 bearable. But I think I'd personally throw him somewhere in the top of mid now, maybe bottom of high depending on how the patch as a whole pans out.

ALSO, did Nosferatu always freefall you after it grabs an enemy? Never ran into that before and it caught me off guard during my testing.

Eh?

Dthrow->Uair true combos against a lot of characters. Depending on their weight/size and such, the %s are different, but its generally between 85%-125%. In fact, I haven't found a character yet that you can't true combo.

Characters I've gotten it to true combo so far: Cpt Falcon, Mewtwo, Fox, Lucari, Olimar, Mario, Luigi, ZSS.... Plus another 1 or 2 that I'm forgetting..

Note: I have left trigger set to jump, so I can easily buffer a full jump up air after throwing.

EDIT: Ok, I'm having difficulty landing it on the big fat characters.. Couldn't get it to true combo on DK and Bowser.. I got it to true combo on Jigglypuff and Kirby though, and a couple mid weight characters like Pit and Marth.. So yeah, it seems like you can true combo dthrow-uair on most of the cast, except possibly for the heavy weight characters.
Perhaps you've gotten it better since you stated this, but I got it on DK at 160 in training mode against a level 9 set to Attack. He's killable well before that, though (around 130), so it's probably not worth the effort. Managed Kirby as low as 83, too. It's probably doable across the board, but it could become VERY specific on certain weight/fallspeed combinations, especially when you factor in rage.
 
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Pegasus Knight

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I've done it a few times while returning to the edge. "Haha, got y-- wait ah hell no damnit no no no no no no no fffff----!!!!"
 

sunfallSeraph

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Wait, what exactly happened to Mario right after the footstool (but before the Dair spike)?

That's pretty cool though.
You can't quite see it because of the quality, but I think it must've been a Z-dropped book.
 

Linkshot

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Sifting through 5 pages is a pain, so sorry if this is all old news, but here are the parameters I've confirmed have changed on Robin so far.

Code:
[07B][2] 44 -> 38 (dThrow ends 6 frames faster)
[227][2] 55 -> 45 (Thunder & Elthunder end 10 frames faster)
[228][2] 55 -> 45 (Thunder+ & Elthunder+ end 10 frames faster; not accounting for frame speed mods)
[229][2] 55 -> 45 (Speed Thunder & Speed Elthunder end 10 frames faster; not accounting for frame speed mods)
[22B][2] 43 -> 40 (Arcthunder ends 3 frames faster)
[22C][2] 43 -> 40 (Arcthunder+ ends 3 frames faster; not accounting for frame speed mods)
[22D][2] 43 -> 40 (Speed Arcthunder ends 3 frames faster; not accounting for frame speed mods)
[243][2] 55 -> 45 (Aerial Thunder & Elthunder end 10 frames faster)
[244][2] 55 -> 45 (Aerial Thunder+ & Elthunder+ end 10 frames faster; not accounting for frame speed mods)
[245][2] 55 -> 45 (Aerial Speed Thunder & Speed Elthunder end 10 frames faster; not accounting for frame speed mods)
[247][2] 43 -> 40 (Aerial Arcthunder ends 3 frames faster)
[248][2] 43 -> 40 (Aerial Arcthunder+ ends 3 frames faster; not accounting for frame speed mods)
[249][2] 43 -> 40 (Aerial Speed Arcthunder ends 3 frames faster; not accounting for frame speed mods)

And for why I've popped in to bug you people: some fancy Specials Attributes (think numbers that control Elwind's height gain, for example) that I have unlabelled, but I'm wondering if you folx have noticed any changes that might make sense of these

Code:
[14][2] 0.20000000298 -> 0.600000023842
[14][3] 0.600000023842 -> 0.800000011921
[14][9] 0.699999988079 -> 0.800000011921
[14][29] 0.300000011921 -> 0.800000011921
[14][30] 0.20000000298 -> 0.600000023842
 

Raziek

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Sifting through 5 pages is a pain, so sorry if this is all old news, but here are the parameters I've confirmed have changed on Robin so far.

Code:
[07B][2] 44 -> 38 (dThrow ends 6 frames faster)
[227][2] 55 -> 45 (Thunder & Elthunder end 10 frames faster)
[228][2] 55 -> 45 (Thunder+ & Elthunder+ end 10 frames faster; not accounting for frame speed mods)
[229][2] 55 -> 45 (Speed Thunder & Speed Elthunder end 10 frames faster; not accounting for frame speed mods)
[22B][2] 43 -> 40 (Arcthunder ends 3 frames faster)
[22C][2] 43 -> 40 (Arcthunder+ ends 3 frames faster; not accounting for frame speed mods)
[22D][2] 43 -> 40 (Speed Arcthunder ends 3 frames faster; not accounting for frame speed mods)
[243][2] 55 -> 45 (Aerial Thunder & Elthunder end 10 frames faster)
[244][2] 55 -> 45 (Aerial Thunder+ & Elthunder+ end 10 frames faster; not accounting for frame speed mods)
[245][2] 55 -> 45 (Aerial Speed Thunder & Speed Elthunder end 10 frames faster; not accounting for frame speed mods)
[247][2] 43 -> 40 (Aerial Arcthunder ends 3 frames faster)
[248][2] 43 -> 40 (Aerial Arcthunder+ ends 3 frames faster; not accounting for frame speed mods)
[249][2] 43 -> 40 (Aerial Speed Arcthunder ends 3 frames faster; not accounting for frame speed mods)

And for why I've popped in to bug you people: some fancy Specials Attributes (think numbers that control Elwind's height gain, for example) that I have unlabelled, but I'm wondering if you folx have noticed any changes that might make sense of these

Code:
[14][2] 0.20000000298 -> 0.600000023842
[14][3] 0.600000023842 -> 0.800000011921
[14][9] 0.699999988079 -> 0.800000011921
[14][29] 0.300000011921 -> 0.800000011921
[14][30] 0.20000000298 -> 0.600000023842
THANK YOU!

First, you have one thing backwards. Thunder got 3 frames off, Arcthunder variants got 10.

Second, that Elwind thing we THINK is a change that lets Robin have more horizontal control during the animation of the move. The fact that you actually found something that supports that is crazy helpful.
 

howbadisbad

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Is levin dair a stronger spike than elwind?

If so how much stronger?

I feel like elwind is much safer in that setup compared to levin dair
 
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Linkshot

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THANK YOU!

First, you have one thing backwards. Thunder got 3 frames off, Arcthunder variants got 10.

Second, that Elwind thing we THINK is a change that lets Robin have more horizontal control during the animation of the move. The fact that you actually found something that supports that is crazy helpful.
Further supporting this data: The other [14]s that changed this build were Marth/Lucina's Dolphin Slash landing lags!

Let's dig deeper: Hypothesized actual changes

Code:
[14][2] 0.20000000298 -> 0.600000023842 (Elwind's first gust has triple the aerial control)
[14][3] 0.600000023842 -> 0.800000011921 (Elwind's second gust has 30% more aerial control)
[14][9] 0.699999988079 -> 0.800000011921 (Soaring Elwind's second gust has 14% more aerial control)
[14][29] 0.300000011921 -> 0.800000011921 (Gliding Elwind's first gust has nearly triple the aerial control)
[14][30] 0.20000000298 -> 0.600000023842 (Gliding Elwind's second gust has triple the aerial control)

EDIT: Oh, and having the Thunder / Arcthunder frames swapped means that Arcthunder's SpecialNShoot is placed before Thunder's SpecialNShoot in the code. I thought I could rely on them to be put in order of charge level :p Is Elthunder considered an "Arcthunder variant?"
 
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Raziek

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Further supporting this data: The other [14]s that changed this build were Marth/Lucina's Dolphin Slash landing lags!

Let's dig deeper: Hypothesized actual changes

Code:
[14][2] 0.20000000298 -> 0.600000023842 (Elwind's first gust has triple the aerial control)
[14][3] 0.600000023842 -> 0.800000011921 (Elwind's second gust has 30% more aerial control)
[14][9] 0.699999988079 -> 0.800000011921 (Soaring Elwind's second gust has 14% more aerial control)
[14][29] 0.300000011921 -> 0.800000011921 (Gliding Elwind's first gust has nearly triple the aerial control)
[14][30] 0.20000000298 -> 0.600000023842 (Gliding Elwind's second gust has triple the aerial control)

EDIT: Oh, and having the Thunder / Arcthunder frames swapped means that Arcthunder's SpecialNShoot is placed before Thunder's SpecialNShoot in the code. I thought I could rely on them to be put in order of charge level :p Is Elthunder considered an "Arcthunder variant?"
Strictly speaking we consider them all 'Thunder variants', but they're all part of the same spell. I guess Elthunder and Arcthunder are the most similar, as the other 2 are beams?
 

Linkshot

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Strictly speaking we consider them all 'Thunder variants', but they're all part of the same spell. I guess Elthunder and Arcthunder are the most similar, as the other 2 are beams?
I guess the real question here is: Did Elthunder get 10 frames knocked off, too, or only 3? (or 0, which is even MORE confusing)
 

Raziek

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Well, that's all I've got for you guys. Thanks a ton, this was quick and super helpful.
No, thank YOU sir!

That Elwind thing had been bugging the crap out of us, so having someone able to shed light on that is fantastic.
 

Linkshot

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No, thank YOU sir!

That Elwind thing had been bugging the crap out of us, so having someone able to shed light on that is fantastic.
Actually I have some reiteration to do.

I think [9] might be Elwind Helpless Maneuverability. Does that sound right? This means that [29] and [30] are either Soaring or Gliding, whichever one feels like it changed.
 

Patriot Duck

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I tried comboing Arcthunder > uncharged Thunder in training mode for kicks and giggles and noticed something unexpected. For some reason, the uncharged Thunder's puny knockback completely overrides Arcthunder's knockback. Maybe this could lead to some interesting mix ups.

Edit: It only seems to be easily applicable to fast-fallers though.
 
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Raziek

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Actually I have some reiteration to do.

I think [9] might be Elwind Helpless Maneuverability. Does that sound right? This means that [29] and [30] are either Soaring or Gliding, whichever one feels like it changed.
Helpless didn't seeeeeem much different, but it's definitely possible?

The other one is DEFINITELY Gliding. Gliding now has SUBSTANTIALLY better control, to the point that I'd say it's no longer completely linear and obvious where you're going to go with it.
 

Linkshot

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Helpless didn't seeeeeem much different, but it's definitely possible?

The other one is DEFINITELY Gliding. Gliding now has SUBSTANTIALLY better control, to the point that I'd say it's no longer completely linear and obvious where you're going to go with it.
The helpless would only be a 14% difference from 1.0.8. It would also match the control you had over your second gust.

The [29] and [30] being Gliding make me think it could very well be helpless state. I can't see Soaring Gust's variables being so much closer to Elwind's than Gliding.
 

Raziek

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Linkshot

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Doing my best to test my 1.1.0 Wii U vs my 1.0.8 3DS. Definitely looking like helpless state, based on where they're landing on Omega Battlefield.
 

Mellowmike

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Hey everyone, I've been a frequent lurker of the site for a while. I've been testing combos and follow ups that are now possible and other data. I don't know if this was a thing before and simply made easier due to the ending frames being reduced on arcthunder, but I think I've found a new Robin follow up with arcthunder -> d-air. I'll record it against CPU and my friends as soon as possible if it's new. I've been able to kill C. Falcon and Shiek from the middle of battlefield at 95% consistently (90% depending on their DI). At this percent you can also use Up-air as well, but you can also knock the opponent so far down they wont make it back at like 65-70% while they're around 1/4 of the stage away from the edge using this. It is rather situational but seems to be a solid killing tactic when used and could be worth knowing/noting.

Just in case anyone reads this and wants to test it: Minimum distance away from the opponent should be like 1/2 to 1 Robin, Max is 3 Robins. (Max is roughly from the center of battlefield to the outer yellow swirl) Release arcthunder -> immediately dash towards the opponent and do a medium hop (be above, and litte behind the opponent in the air)-> on the LAST frame of arcthunder (Right as KB occurs) use D-air.

If done correctly, 1 of 2 things will happen. These depend on placement of the dair.
1. You will hear the meteor smash sound but no meteor smash will occur. Instead the opponents trajectory immediately shifts to a downward slope in the same direction the original arcthunder would have sent them
2. You will hear the typical aerial levin sword hit sound. And the same thing that happened in 1 happens again, but with more horizontal knock-back that typically kills the opponent instead of gimping them due to the distance.

If done incorrectly another 1 of 2 things will occur.
1. The d-air will hit them too early and cause them to have the knock-back of the d-air instead.
2. The d-air will be mistimed or sour-spotted and give a knock-back in some obscure direction.

EDIT: This was tested on omega Battlefield in training mode
 
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TheHypnotoad

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I don't really like that dthrow combos don't work at low percents. Especially on fastfallers, they will easily hit the ground and can shield before you can followup. Even on characters with average fall speeds, they can typically shield a followup, and floaties can simply DI up and away so that you can't followup before they get out of hitstun. It does work at kill percents though, which is nice, but it isn't spectacular for racking up damage. According to some other threads, it doesn't even true combo at kill percents. This might be not as amazing of a buff as we previously thought.

The Arcthunder buff, on the other hand, is a godsend. It's like Arcfire, but 100 times better. And Arcthunder to Nosferatu is such a demoralizing combo for the opponent.
 
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XXII FOOL

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Is levin dair a stronger spike than elwind?

If so how much stronger?

I feel like elwind is much safer in that setup compared to levin dair
Levin is indeed a much stronger spike. Not sure how much more exactly but compare spikes at the same % and dair spikes people straight into the blast zones at 80%, elwind just blows them far down enough that they can't recover (unless villager or duck hunt or something).

Elwind's spike is much safer, due both to it's ability to be guaranteed out of footstools and just how much faster it is to come out. Since it's your recovery it also pushes you up and away from them while eliminating the risk of accidental fast falling. Dair would be a better choice against characters with better recoveries, or if you think your elwind uses are low and dont want to risk it.
 

Pegasus Knight

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XXII FOOL has already covered it, but I'll add a few details. They are correct, LSDair is a much better spike. Interestingly, you can set it up off Arcfire and maybe our newly improved Arcthunder in some cases if the opponent is recovering at the right height to be hit by either of them followed by you jumping off to go for the LSDair.

It's not always practical, but you should definitely keep it in mind. TheDandyKeef showed off a few examples of it in his Robin combo vid a while back, I believe.

I won't say anything more about this, since Arcthunder speculation aside this isn't patch-relevant and I don't want to keep us off topic too long.
 

-Xeroskia.

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If anyone is able to, could I see a few gifs or videos of default and Gliding El Wind's new mobility? I don't own the game yet unfortunately.. :[
 
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