Hey guys! I hope this is the right place to post this...the title said ask gameplay questions here so I think so...
Anyway, Robin just recently started piquing my interest, and, as it seems to be the case with all characters I play, I'm willing to bet he has trouble against rushdown characters (e.g. Sheik, Little Mac, etc). So to you more experienced Robin players, I have a few questions:
1. What's Robin's best tool to get out of pressure? Anything other than just jab and pray?
2. His dtilt seems really fast, but its range is a bit lacking. When, if any, is it a good time to use this move?
3. What are Robin's good tools for neutral? Arcfire seems like it would be very consistently dodged by good players, so I assume it should be used sparingly.
4. I've noticed you can choose whether or not to use the lightning (Levin, yes? Sorry I didn't play Fire Emblem :X ) sword based on whether you tilt or smash when in he air. It seems that nair and tilt "unequip" the sword, making you use the basic sword until you decide to smash again. Do you recommend making use of nair and tilts to save charges on your sword? Or is it more effective to ignore the sword charges and just use the lightning sword all the time when it's up?
5. If you have any other tips, please feel free to tell me!
Thanks
1./2. Dtilt itself is, actually, one of my favorite ways to get out of pressure-- it's safe from shield and comes out as quick as jabbing, but it's far less punishable than getting trapped in a jab if someone rolls (dtilt into an ftilt to chase a roll can work very nicely). Preemptively halting a rush with Arcfire is a key tactic to keep your spacing, and remember to grab-- while shieldgrabs with Robin are terrible in general with such short range, dashed grabs are more reasonable, or even Nosferatu if you need the mixup on a predicted shield (though keep in mind it's nearly as slow as a smash attack).
3. Charging thunder up to arcthunder is almost always your best option if someone's distant. Having it on-hand rarely has any downside, and your tomes regenerate quite quickly after being expended. Spamming isn't ideal, of course, but even if only half of your Arcfires deal damage, they can't be called pointless. Even the thunder they shield can still stop Samus from charging or set up for a grab/aerial, after all.
4. As with tomes, you don't need to 'save' your Levin sword-- it respawns quite swiftly once used, and so long a you're not missing more often than not, it's hardly 'wasteful'. For that matter, Nair aside, there's almost no reason to use a bronze sword aerial over the Levin variant-- it's just less damage and knockback to keep something around that takes seconds to return either way.
5. When you do break a tome or sword, practice grabbing it afterwards (jump or dash)-- you don't need to count uses or anything, but having the habit really opens up some options for disrupting an opponent (espeically given that they can KO pretty nicely).
Hello I'm maining Robin and I feel like missing something, maybe I suck at Robin air game. I know air Levin is suppose to good, but I have a hard time hitting anyone in the air, I either miss them or they hit me first. It's hard for me to hit anyone in the air, sometimes neutral air A or back air A works, but I want air attacks to hit most of the time. I would like to chase people off stage to KO them or use air Levin to KO them, but my air game isn't good enough. Also I can't seem to combo after down grab and when I use up air A I end up jumping and missing.
It's a matter of timing, pure and simple. What helped for me, oddly enough, was practicing Marth/Lucina a bit-- as sword-weilding characters who also rely on spacing, it was like practicing on 'high speed' to make normal-speed timings all the easier. Or like training in high gravity to make normal gravity seem all the less of a burden, if you prefer a DBZ analogy...
As for the grab problem, turn off tap jump-- it makes trying to use unjumped aerials and utilts a veritible nightmare on any character, let alone one who -requires- smash inputs for levin-strikes. I don't believe Robin's really
usable with tap jump on, so it'll save you hours of frustration to just turn it off.
Chasing off-stage tends to require Bairs, given their quick timing and high knockback, as Fairs are all too often apt to be airdodged or even countered with their very predictable arc. Uairs from offstage can work as well, however, and there are always the tricky Dair/Elwind spikes to try if they recover low, but I often find that 'safe' recovering opponents often mean it's a better use of my time to charge thunder. Edgeguarding from onstage, however, gives you quite a many more options, as you can Elthunder/Thoron a recovering foe rather easily (the latter can't easily be airdodged while the former can poke them further offstage), or play it like Little Mac and aim to punish their ledge recovery choice (Arcthunder/Arcfire into dashgrab work well for the simple standing->shield, Dsmash or a tilt can hit rolls, Uairs punish jumps, etc.). Your aerials are powerful, but in the way Ganon's are rather than Jigglypuff's: they can kill from onstage, but they don't make your game revolve around gimping. That takes aerial
speed and spacing, whereas you have aerial
power and spacing. Gimping takes fast aerials, generally, which is why Bair (or potentially Uair) are your main options, barring a spike.
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But that segues into my question, really, which is that of what to do when one has neither better aerial range or speed, along with having almost no use for thunder for ranged pressure.
I speak, of course, of Rosalina.
Many have a means of nullifying ranged attacks, granted, but surprise doesn't even work when one has the omnipresent tank of a Luma to force failure of all but Thoron (which can rarely be reached given Luma shot+star bits offering better, safer ranged pressure).
Many have aerials of similarly disjointed hitboxes that are faster, like Marth, yet I can think of none that force you to also
approach them...
Little Mac may be a stressful matchup, but Rosalina feels... almost handicapping. I'm sure it's apt to be a matter of finding a shift in playstyle to suit the matchup, but I've yet to come across such... Anyone with more luck in finding some practice against good Rosilumas come up with a more solid plan? The usual 'projectiles to force an approach into air superiority' versus 'methodical spacing ground-game' choice feels to be equally damning given that Luma enforces ground control while her aerials rule the skies... Hm...