Funkermonster
The Clown
Does Robin have any possible strings or followups besides from Arcthunder and Arcfire? I've been told Dtrow allows for followups, but I can't find any.
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Dthrow is usually followed up by Uair (levin or bronze) but its not a true combo in the strictest sense of the term. Sometimes you have to bait the double jump or air dodge for it to work. At low percents, utilt leads into itself and falling levin uair goes into utilt. Overall however, Robin doesn't really have many combos outside of Arcthunder and Arcfire strings since she's more about setups anyways.Does Robin have any possible strings or followups besides from Arcthunder and Arcfire? I've been told Dtrow allows for followups, but I can't find any.
That's certainly a usable option select out of down-tilt, but is probably only useful once or twice a match. Anything more consistent than that is going to be mostly input lag or a mess-up of the opponent. I would say doing a RC-grab would be a better option at lower percents because the dash attack is so heavily punishable on block. I bring up on-block punishability because most people have the habit of shielding a lot against Robin due to our projectile shenanigans being so strong, so that helps for grab mixups. Another option out of down-tilt I use to regain stage control is down-tilt x1 or 2, then roll behind and down-tilt again. In theory it's not supposed to work, but we have brawl metaknight and diddy-esque down-tilt frame data so it's below the average human's reaction time threshold and thusly does work. Definitely not your go-to option though.I don't think this is really a combo, but I find myself landing down-tilt -> dash attack occasionally. Maybe my opponents are just not expecting it, and maybe/probably input lag (This is based on For Glory experience, pretty sure that always has some degree of input lag, even if only minor) has something to do with this, but maybe it's something to look at? Maybe replace the dash attack with something else, say a grab? I'm not very confident with advanced terms and techs yet, but if a regular grab wouldn't be good enough, then a roll-canceled grab (which basically extends its range, right?) could perhaps be used?
Anyone?
In order of how often these circumstances in which you would want to wind jab occur:Is there ever a situation where it's advisable to use the wind jab? I find that enemies simply escape from it too easily, so I've been in the habit of only using fire jab or jabbing twice and trying to follow up with something else if I'm out of fire uses.
Were you spacing your aerials to the point where you are attacking from max distance or close to it? Naturally, the farther you space your aerials, the harder it is for your opponent to punish, although it is also a character match up thing.One more thing a lot of times when the other guy was on the ground and I tried to air attack him, he would shield and grab or attack, should I never air attack a grounded opponent again?
I don't space my aerials because I suck at aerials I barely hit and I don't know other Robin players do it. I think I got air nosferatu to work once, but I don't it work again, I think people would just hit me first like when I try to air levin and I get hit before the input registers or the animation comes out. Also sometimes the smash input won't work and I get bronze sword instead even though I have Levin sword. When you say empty jump are you saying I should jump at a opponent, hope they shield, press down to fast fall, and grab them when I hit the ground?Were you spacing your aerials to the point where you are attacking from max distance or close to it? Naturally, the farther you space your aerials, the harder it is for your opponent to punish, although it is also a character match up thing.
The key, however, is to mix things up. If you think that your opponent is going to preemptively put up their shield in response to your constant use of aerials, you can do what is a a common tactic in all fighting games known as an empty jump (aka doing nothing after a jump) and just grab. Furthermore, you play Robin. Robin has nosferatu, which is a command grab you can do in the AIR. So what a lot of Robins do is use an aerial nosferatu after a jump if they think their opponents will block. It's a nifty mix-up that can further tip the scales in your favor.
That's one way to empty jump. You can also just jump in place, jump forward than weave back or vice versa to bait something, etc. Furthermore, you don't always have to attack or even grab. Often times being patient and reacting to your opponents is the way to go (even when jumping towards the opponent), especially since Robin's approaches are not the best. Robin is a more defensive character that prefers to force the approach anyways. Again, just mix up what you're doing.I don't space my aerials because I suck at aerials I barely hit and I don't know other Robin players do it. I think I got air nosferatu to work once, but I don't it work again, I think people would just hit me first like when I try to air levin and I get hit before the input registers or the animation comes out. Also sometimes the smash input won't work and I get bronze sword instead even though I have Levin sword. When you say empty jump are you saying I should jump at a opponent, hope they shield, press down to fast fall, and grab them when I hit the ground?
Ooh, another new title.Um, I don't remember which three aerials it was, but I remember Supreme Dragon Raziek saying something about three aerials having only 4 frames of landing lag when autocanceled.
How do you perform an autocancel, and which three aerials is it?
And they said that Smash 4 didn't have any "near lagless" aerials. Ha!Ooh, another new title.
To auto-cancel a move, simply land at a specific point in the animation. For Fair, Bair, Nair and Uair, all you have to do is short-hop, aerial immediately and DONT fast fall.
For Dair, you have to full-hop and not fast fall.
4) No johns on Lylat.
I wanted to ask this as well, that samus in the video was good but i've been going up against some much better ones lately and i'm having a hard time countering with robin The constant missiles and charge shots make it so hard to move around or even charge up thoronAdvice against other projectile chars like ? Her projectiles seem to beat out mine (or at least her missiles), and it feels like I'm practically forced to approach in this matchup and it does not feel easy approaching her at all.
If it helps to answer my question better, I've got a quick video here of me getting 2-stocked/bodied by one on For Glory, and I didn't do much to her. Pretty much goes the same way with every other Samus I face: https://www.youtube.com/watch?v=2Y4o1AKmnJ0&index=1&list=UU0RMA482bkRmw4pukDNhPgQ
And I know this is a john, but can I say that I reaaally dislike the Lylat Cruise Omega stage?
It's alright, its already been broken to me. I could already tell that he wasn't good, even though I was getting my ass beaten. I wanted to switch and rematch him to get revenge, but the moment I lost the game he already left. I hate it when people only win once and already leave the game.... But since I'm a terrible Robin and have never really done the Robin/Samus MU before, I didn't know what to do and ended up getting crushedI.... I hate to break it to you guys, but that Samus was NOT good.
That Samus was bad. Extremely basic.
Arcfire is pretty versatile and the main time when you should almost never use it is when your opponent is near you since the blind spot is somewhere in front of Robin and the move is laggy (although if your opponent runs into it and is right in front of your face it leads to a free usmash).Hey guys a few questions on my part as I recently picked up Robin. What are the moment's where I should be using Elfire? Is there a specific distance from my opponent where I should avoid to use it entirely? How about against shielded opponents?
First of all, Arcfire (mind you, that's Arcfire, not Elfire) is a really good move with a wide variety of applications. At its core, the move temporarily creates a space on the stage that can hurt and potentially trap opponents that touch it. In a game like Smash, the level of control a move like Arcfire can grant is incredibly potent.Hey guys a few questions on my part as I recently picked up Robin. What are the moment's where I should be using Elfire? Is there a specific distance from my opponent where I should avoid to use it entirely? How about against shielded opponents?
I believe falling bronze sword U-air to U-tilt strings and/or combos at low-ish percents correct? Much like Marth/Lucina's. I believe I saw Nairo performing it in this video.Up-tilt is not really garbage, it just has a very specific situation that you want to use it in. It's great for that situation, and not a lot else.
It's certainly no 64-Kirby U-tilt.
Nairo technically used the levin version of that combo at 10:00, which is even better. So yeah, just like Marth and Lucina. U-tilt also randomly gives you good juggling situations.I believe falling bronze sword U-air to U-tilt strings and/or combos at low-ish percents correct? Much like Marth/Lucina's. I believe I saw Nairo performing it in this video.
Robin video:
0:12 - You rolled away and gave up a free punish. Dash attack or dash-grab.
0:18 - Shooting Thoron was ok here, but I would have also run forward to take up the space you earned with jab. Keep the pressure on.
0:23 - She was too close for Arcfire to be safe, and you got punished for it. If you were going to Arcfire there, should've short-hopped backwards.
0:43 - Be careful about double-jumping immediately to try to get back to the stage. Low-level common mistake, it's a very common way to get gimped. If she had been a better player she could've naired you 2 or 3 times and you'd have lost that stock.
0:50 - You should know better than to let your shield down when Arcthunder hits it like that.
1:00 - Standing back-turned made your Bair too obvious. Needed to control the space better, probably with threatening Uair.
1:12 - See my comment at 0:43.
1:18 - Bad punish attempt. Turn around and dash attack or dash-grab.
1:25 - Much better punish! Job well done on recognizing the chance to F-Smash instead of just shield-grabbing.
2:20 - Should've been a free shield-grab.
2:28 - Pivot and D-Smash, you died for that error.
2:36 - Missed punish.
2:43 - Your close-range game is much too passive and you rely too much on D-Smash. Try getting used to jabbing things a lot more, Fire Jab is an excellent punish tool.
2:53 - See 0:43
2:56 - Follow F-throw to apply pressure with Nair or Fair, she double-jumped back in immediately which could have been punished.
3:10 - Get used to going off-stage instead of just standing around charging. She's been going low, so you could be getting Nair gimps or Elwind spikes.
3:14 - Nosferatu? You're at 22. Bad move choice.
3:40 - This entire sequence was sloppy.
3:52 - She lost ledge invincibility after Uair, she should have gotten D-Smashed to close it out.
4:10 - You're very lucky she didn't just Uair you there.
I might get to the other videos later, but there's a bunch of stuff to work on for you.
Arcthunder creates a situation where you limit the opponents options, especially when it's shielded. It's a vital tool for both finding enemy habits and explioting them.When do you guys use arcthunder? I find myself using elthunder most of the time because it's generally an all-around good projectile (9% damage is impressive for a projectile). I sometimes use thoron for sniping or punishing anything, and I use thunder as a quick spacing option. I only use arcthunder in conjunction with arcfire but is there any other use for it?
5) Your opponent is on 100% on a platform. Wind jab can kill quite early for a jab and nobody expects it at all in my experience.In order of how often these circumstances in which you would want to wind jab occur:
1) You are waiting for fire tome to respawn.
2) Your opponent is a fatty.
3) Your opponent is RIGHT on top of you when you start jab1.
4) Your opponent happens to spot dodge jab1, then spot dodge jab2.
In all circumstances, have the wind jab last for as little time as possible.