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Limit. ****in'. Cross Slash.
Intangible on startup, 25% damage, can be set up into via nair or FH dair, amazing edgeguarding tool offstage (its even untechable if he decides to go for a two frame!) and for covering ledge options, I respect the hell out of this move everytime Cloud gets Limit. If you're at 70-80% you're basically dead.
Witch Time, particularly at kill percents or if I'm at the ledge and she does a setup into her dsmash for a spike. Being naired offstage is scary especially since Shulk's recovery is pretty unimpressive without Jump Art.
Luma fsmash, up air. Both have great killing potential and range, gives me more incentive to kill the little bugger.
Tippered fsmash, or Dragon Fang Shot. The latter sets up into tippered Lunge, I move I already fear hard offstage, and it can be set up into via bites/shots.
Shadow Ball and up smash. The latter is frame 9, pretty damn nuts.
Levin aerials. All of them. Arcfire and Arcthunder as well. The former can be DId out of but good Robins know how to mixup their followups if the opponent does do so, and it's scary when they know what to punish with.
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