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Thanks for the helpful tips!Make sure you understand how long it takes for arcfire to come out and the angle it goes, you don't want to use it when your opponent is too close or it will just go over them. Discarded equipment is very useful, practice catching it. Nair is a very good move, it comes out very quick and sends the target at an almost horizontal angle making it good for gimps. Don't neglect to use nosferatu, but do not use it if you are off stage or you will not be able to recover at all. These are just some general tips.
Well it depends on the stage but let's just assume that we're talking about an FD/Omega stage since that's the format in For Glory. When starting the match you probably should just focus on charging to Elthunder. Thoron will take too long to charge and if Arcthunder collide with another projectile it will just detonate in midair. Elthunder, however, can at least be used to get some quick damage in and punish rolls and get ups and landings. Once you're in an advantageous position (like when your opponent is offstage or if your fire jab lands) than you can charge up to thoron and force THEM to approach.I'm sure this has been asked before but how do you deal with projectile spammers such as Link or Samus? I can never get my thunder charged up and am having trouble approaching.
No tips on how to hit moves, sounds like I'm screwed then because I'm having a hard time hitting people. Lots of time my moves just get beat out, I see the animation happen and it doesn't hit. I don't know what to do hitting someone seems to be luck based and I don't think I can know my range and lag and the enemy range and lag because they can just dodge and attack me anyway.there are no tips how to hit moves, because there are way tooooooo many situtations in smash where some decisions are better then others
You just have to know your range and lag and the enemy range and lag. Then decide wether you can challenge them or not.
For example being diagonal over Captain Falcon
Our attacking Options: Dair (Pretty Slim Range straight down, huge cooldown)
Cf attacking Options: Uair (Amazing Range diagonal, super fast)
=> do not challenge it
Other example to be super clear, Standing in front of Mario
Our Options: Fair(Huge disjointed Hitbox infront of Robin, no landing lag since the animation is quicker then her shorthop), Nair(Solid disjointed Hitbox infront of Robin, autocancels in a shorthop)
Marios Option: uair(no range, fast), fair(good range, super slow)
=> give him a slap
and so on..
Definitely not something that is known about. Usually you are locked into the move until after your opponent is free. It would probably be worth uploading and trying to recreate to understand why it's happening.I encountered a glitch where Robin's custom Distant Nosferatu warped my opponent to me while I was free to repeatedly hit him. The magic continued to hold him but I was free to do whatever I wanted.
Is this known or should I bother to upload a video of it?
I personally play against my Mario main brother all the time, and I find that I use a lot of Arcfire and Nair to zone him out.I'm struggling with certain matchups as Robin. Specifically, extremely fast-to-attack characters such as Mario. Can't zone him out (cape sends your thunder back at you, Arcfire has tremendous end lag so he can just slip past it)... and once he's in close I struggle hard to get him out. Sure, blocking helps for a while but eventually I have to stop and then it feels like he dominates. Trying to beat him on speed is met with his 2 frame jab. Trying to space him out usually just ends in him blocking my sword and moving in to close combat from there. Predicting where he might be after that and tossing out a tilt or smash in that direction likewise just gets beat out.
Against most characters I feel I do well, but Mario and others who output a lot of hitboxes very quickly (such as Pikachu) just seem impossible if the opponent is actually good. What am I missing here?
Edit: Put another way, how the hell do you get these kinds of characters off you once they're in close?
For starters at least (going by EVO's ruleset) Robin likes Battlefield and Delfino but not FD. For more information, see Raziek's extensive stage guide that is conveniently stickied in the Robin forums.What stages does Robin have an advantage and disadvantage on?
Numbered your response for the sake of convenience.Hey guys, I'm a pretty decent player (I've placed 4th and 2nd in the last two touneys I've been too, so that's not bad), But I'm looking to up my game. So here are my questions/comments.
1. I love Robin's D-smash, but I think I get predictable with it. It's a great punish tool, and at times a pretty surprising shield pressure tool, and It looks really cool, and... and.... um.... yeah. I really need to break that habit. Any suggestions on a safer punish move?
2. So many great aerials, and so many situations to use them, but my offstage game needs work. Sometimes it seems like I go for the spike when I should go for the fair, and vice versa. Any tells or tips I could be overlooking?
3. Lastly, I know the wind jab can be DIed out of (Though not as easily as prepatch), so I try and go for the fire jab. But sometimes that just sort of comes out to slow, or they are able to shield. Is that normal, Or am I doing that wrong? (generally i just hold the ! button down, as apposed to pressing it 3 times, so I don't accidentally use wind)
Thanks in advance for the help.
To be blunt, landing with Robin can be pretty hard, especially against certain characters. The only things I can to say to that is 1) be patient and/or 2) try b-reversing.how do you safely land with robin? any moves that auto cancel? thanks!
Whats b- reversing?To be blunt, landing with Robin can be pretty hard, especially against certain characters. The only things I can to say to that is 1) be patient and/or 2) try b-reversing.
As for as auto-cancels, rising short hop bair, nair, and fair technically all auto-cancels as long as you don't actually land into the ground with them. You can, however, land with uair with minimal lag. Keep in mind that doesn't necessarily mean they're safe but they're certainly useful.
B-reversing is when you push the control stick in the opposite direction in which your character is facing immediately after starting the neutral B attack, so that they face the opposite direction while still performing the attack. It's most obvious to notice with Captain Falcon and Ganondorf's punches, where they're actually shown turning around while charging the punch. If you do it while moving in the air, you also move slightly in the other direction.Whats b- reversing?
Unfortunately, hitting small character with short hop aerials can be difficult. But with G&W, I think the match-up is just fine for us. Just don't jump as much and force him to approach and be careful with projectile placements. It helps that we ko him very early.Whats b- reversing?
also ive notice something that really hinders me, when battling Game and watch (or some short character) he is so small a target i can't short hop- attack aerials. In fact he even evades my elfire by an inch by running. Also he somehow blocks the last fire jab. then he buckets everything....sigh is he a hard match up for robin or is it just me? it could be me since i started using robin more often just now. Captain falcon is a pain too but thats just rushdowns in general for her right?
Personally, I think it's best to use it as a mix-up after you conditioned your opponents to block your aerial attacks, especially if they're on a platform. Having said that, it should still be used sparingly given its slow start-up and the endlag.What is the best moment to use he's down b?
ah this i got down very well. use this in the air right before landing if you know-What is the best moment to use he's down b?
hmm well she is small and floaty....she gets out of elfire quite easily...yeah i think its just a hard matchup. im sorry i don't have any adviceDoes anyone have any tips for fighting Jigglypuff as Robin? They always seem to wreck my *** for some reason