TheHypnotoad
Smash Ace
- Joined
- Jan 28, 2015
- Messages
- 615
Fine, I'll change it back to what I had originally.
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All right can I talk about the Sonic MU for a second please. We lose this MU, but it is by far not the worst MU for Robin. I have played against an extremely good competent Sonic player for hours on end. The problem with most people is they try to Zone sonic, but this MU requires a lot of patience. Throw out Arcfire before he approaches, El thunder/Arcthunder is crucial in the MU. Throw them out when you see him dash.Okay, I've been thinking about making a complete matchup list for a while, but I've been too lazy to do it. I've finally gotten over that laziness. Note that all these matchups assume that there are no customs on. The characters aren't in any particular order in each tier unless stated.
Without further ado, here it is:
Hypnotoad's List of Opinions Which Are Superior to Your Opinions
+3
Robin's best matchup. Ganondorf is the only character whose speed is comparable to Robin's, and who also has no projectiles. Robin can easily zone him out with Arcfire, and due to his heaviness, he is complete combo bait.
Slow, heavy, no projectile, combo bait.
Slow, heavy, no projectile, combo bait.
Slow, heavy, no projectile, combo bait.
+2
He would be a +3 if not for the fact that he has a spammable projectile to mess with your Thunder charging, and he has excellent recovery so he is difficult to gimp. His hammer also has very long range.
He would also be +3, but the long range from his sword and semi-decent speed make him a +2 in my opinion.
Although Marth is quite fast and is not heavy, there is very little he can actually do to Robin. His lack of projectiles means you can simply zone him out with Arcfire, and the massive nerf to his sword range that he received means that you can challenge him with your own sword.
Everything I just said about Marth also applies to Lucina.
+1
Slow, super easy to KO due to weight, doesn't have any projectiles, easily gimpable due to lack of an up B. However, she has a small model and cannot be comboed.
The matchup is similar to Marth. However, his sword has longer range, and he can turn into a mini-Sonic with the Monado Arts. There is a complete analysis of this matchup in the first post in the thread.
Large model, fairly easy to combo, her only projectile is pathetic. Watch out for the reflector.
Similar to Marth. However, he does have a projectile, albeit a bad one.
0
Although he has a reflector and a projectile, he also has abysmal recovery.
Has a decent projectile and a good aerial game, but isn't that big of a problem for Robin.
Has a non-spammable projectile and a reflector.
Similar to Jigglypuff, but is faster, stronger, has better recovery, and has a pseudo-projectile from Final Cutter.
Great aerial game, but no projectile.
This is an interesting matchup. At first, you might think Rosalina wins, because she can absorb your projectiles with down B, and Luma can sponge everything but Thoron. However, she is also light and easy to KO.
Has many projectiles, all of which are very slow and easy to shield.
Has a spammable projectile, but can be juggled due to the Levin Sword outranging her aerials.
Has projectiles, but is also slow and easy to combo.
-1
Fast, strong, can combo Robin, has a reflector, can mess with your recovery with the Cape and F.L.U.D.D., and unlike Dr. Mario his recovery isn't garbage.
Spammable projectile, can combo easily, great recovery.
Spammable projectile, good recovery, hard to punish.
Fast, spammable projectile, can combo, has multiple methods for recovery.
Fast, excellent recovery, can combo.
Spammable projectile, reflector, good recovery.
Fast, small, spammable projectile, can combo, excellent recovery.
Very fast, can combo.
Small, amazing aerial game, very good recovery, can absorb your projectiles.
Very spammable projectile, excellent recovery, reflector.
Everything said about Pit also applies to Dark Pit.
I have very little experience with this matchup, but from what I can tell, he has spammable projectiles, a good aerial game, and is small.
Spammable projectile, very fast.
Spammable projectiles.
Spammable projectiles.
Fast, can combo.
-2
Many, many, MANY spammable projectiles.
Same thing as Link, except now he's faster and smaller.
Once again, many spammable projectiles.
Spammable projectile, very fast, excellent recovery.
Small, amazing aerial game, can combo, can absorb your projectiles. Similar to Rosalina, except smaller and harder to combo.
Even better at zoning than you are, the Pikmin are super spammable and super annoying. Is also small and has very good reach with his aerials.
Spammable projectiles, can combo, has a reflector.
Spammable projectiles, small, can absorb your projectiles and throw them back at you.
This one might be somewhat controversial. While he doesn't have any projectiles, he also happens to be EXTREMELY fast and hard to punish.
-3
HOO HAH. Is impossible to punish, bananas can ruin your day, good recovery, small, amazing aerial game. Robin's fourth worst matchup.
Nairo thinks this is Robin's worst matchup, I think it's the third worst. Sheik has a spammable projectile which is also one of the fastest projectiles in the game. She is a very fast character, she can combo you, she has amazing recovery, she is impossible to punish.
Robin's second worst matchup. Has a spammable projectile, although luckily it won't interrupt a Thunder charge. Is very fast, can combo, has a reflector, can jab lock, is difficult to punish. Not a fun matchup.
Here it is, the character everyone loves to hate, and also Robin's number one worst matchup. Zareidriel thinks this matchup isn't that bad, but I have to disagree. He may not have a projectile, but he does have one thing that Robin absolutely hates dealing with: he's fast. The fastest character in the game, to be exact. You cannot zone him at all, by the time you throw out an Arcfire he's already in your face hitting you. He's also small, and can combo you. Sonic is an absolute nightmare for Robin.
So there are my opinions. Please keep in mind that these are opinions, not facts, and that they may not necessarily be correct. Feel free to agree, disagree, get defensive, call me a scrub, etc. If you want me to be more specific about some matchups, let me know.
As a Duck Hunt main, I believe the MU should be at least -1 or worse in favor of DH with customs off, because even though Gunmen, Cans, and Clays are indeed slow and shieldable, they can all block off Fires, thrown books & Levin Swords, and Thunders except Thoron (be thankful for this, you'll need it to break through). Gunmen is his absolute fastest & most reliable guard move (both in startup and recovery), but if KO'd (which a single ArcFire or Elthunder or ArcThunder will do in 1 go), has the longest respawn time (unless Can's knocked off-stage). Can is his most consistent and sturdy guard move with the strongest KO power of his 3 projectiles, but it requires a bit of assembly time, and its useless as a meat shield if you dash attack it or you're past it already. Clay is his most distant, laggy, flimsy, and most damaging guard move that will likely show up when Gunman is KO'd & Can is bypassed.Has many projectiles, all of which are very slow and easy to shield.
Seeing -1 for Bowser Jr. personally makes me smile as a Jr main, for I've not been troubled by Robins too often while I'm him (and DH, for that matter). While he's not as good at warding off Fires and Thunders as DH is, even with Cannonballs and Mechakoopas (unless they're customized to be Neutral 2 and Down 2), he's certainly more mobile than he appears to be, especially if he's Side B Jump Cancelling often. Mechakoopas will certainly ruin your ground game, as it will go under ArcFire if its close to you already, and ALL Thunders (even Thoron!) if its already walking around. Mechakoopas are spammable (unless you're upclose, in which case you get to punish, preferably with a headshot), but Cannonballs are not (unless its Piercing or Air Cannon). Default Cannonballs can pierce your ArcFire and retain its full damage & knockback.I have very little experience with this matchup, but from what I can tell, he has spammable projectiles, a good aerial game, and is small.
Seems like a fantastic idea. Thank you.with yoshi I like to zone him mainly using aerials as nair (and potentially fair or uair depending on ur position relative to Yoshi's) beats out yoshi's in terms of range and his fairs start lag is atrocious. His grounded approaches are sup bar since his dash can be shield grabbed easily and his roll is one of the slowest in the game allowing for pivot f-smash / nosferatu / arcfire / pretty much anything. gimping him is hard due to his double jump's super armor so i'd avoid confronting him off stage. his eggs are imo is his most powerful weapon against robin since they interrupt spells and are a general pain to approach against. in this matchup i'd recommend not relying as much on your specials and space your aerials correctly. if you start to throw arcfires around yoshi can jump on you and punish hard with his powerful aerial kit so think about ur projectile uses.
Fox is an anomaly for me. My head tells me that 331X is the best custom against him yet I've been using 231X against him lately and it has been so great. As long as you're not on FD it forces Fox to approach you, so you don't need to catch and I've also realize that Fox players spam a lot of laggy moves, it's just that with Robin's poor run speed it's hard to punishing them for it. Thunder+ ing them for it is incredible. I haven't fooled around with it enough to say it beats Fox and in my head it doesn't sem like it should work but for the time being it has been effective for me.Man, I just don't know what to do against Fox as Robin.
I can normally cool fast characters down with projectile bombardment, but he's the one fast one with a reflector. It's starting to kill me at locals, so I have to use DP against Fox.
Do you all have any Fox specific advice?
Fox is an uphill battle for Robin, but I still think possible. I would run 3311 (speed thunder + firewall) or 1311 (just firewall) if customs are legal. For the neutral game, Robin must be very patient. Try to safely limit your opponent's options, and generally stay in the center of the stage - Fox's mobility is a strong tool, but it is weakened if he only has half the stage to work with. I stay on the ground more against Fox unless trying to bait or condition them for something, as jabs and tilts are safer in neutral.Man, I just don't know what to do against Fox as Robin.
I can normally cool fast characters down with projectile bombardment, but he's the one fast one with a reflector. It's starting to kill me at locals, so I have to use DP against Fox.
Do you all have any Fox specific advice?
As a mega man main his pellets cancels any non fully charged thunder tome uses while thoron eats them up while hitting mega man in the process, also if you manage to grab his metal blade hold on to it and throw it when the time is right, when holding on to the metal blade it limits mega man to where he can no longer perform certain AT's or kill setups that requires the metal blade to be in his possession, he will be forced to use his other tools to try pressure you.Anyone have advice with Robin vs Megaman? I have just a terrible time playing against him as Robin.
I try to be just out of his pellet range, but no farther than that. This makes throwing out his other projectiles more unsafe. Megaman will primarily be trying to run away / keep Robin longer range, so remember to consider his escape options such as dtilt, rolls, and up b.Anyone have advice with Robin vs Megaman? I have just a terrible time playing against him as Robin.
I also have trouble with ZSS; I have a lot of trouble mainly with her Nair coverage, and I get scared at the mid % that I'll die from an up B combo. Mainly I feel like she just runs all around me and I'm not quite sure how to stop it, if anyone else has advice that would be nice too.Whenever I fight a ZSS as Robin I feel like I don't stand much of a chance due to every match I've fought against her resulting in a DownB spike. Any tips on how to deal with her? I become tense whenever I find myself pitted against her.
Thanks a ton for this info it has given me quiet a few ideas on the MU!As a mega man main his pellets cancels any non fully charged thunder tome uses while thoron eats them up while hitting mega man in the process, also if you manage to grab his metal blade hold on to it and throw it when the time is right, when holding on to the metal blade it limits mega man to where he can no longer perform certain AT's or kill setups that requires the metal blade to be in his possession, he will be forced to use his other tools to try pressure you.
As for the crash bombs, when one is stuck on you I wouldn't recommend trying to stick it back on him because he can keep you at bay with his pellets and metal blades long enough for the crash bomb to detonate but if you somehow manage to stick it on him he can only do 2 things about it, either shield or stick it back on you. If he shields that is a free nosferatu if timed correctly assuming you're close enough, if timed incorrectly you and him will be hit out of the command grab due to the crash bomb being multiple explosions in one. If he tries to stick back on you arcfire and thunder tome uses are your friend because they can also keep him at bay while creating shield pressure which can lead to a shield break. An example would be arcfire into thoron while the crash bomber is stuck on him, arcfire does push the opponent back a little bit while dealing shield damage, following up with thoron while holding b will make it to where the crash bomb will break the shield but I'm not sure if the multiple explosions will hit him out of his dizzy state, you can also wait until the crash bomb explodes and then unleash thoron for a potential shield break.
As for the leaf shield I'm not sure if thoron blocks it or passes through it but if thrown get ready to either shield or jump because it's a projectile that can't really be blocked by other projectiles, also try to avoid getting leafstooled or spiked by his Dair, since robin's recovery has no hit box covering him against attacks from above leaving robin vulnerable to being spiked or gimped after an aerial.
If mega man gets too Fair happy he can easily be shield grabbed since his sh fair isn't safe on block, unless full hopped he will have landing lag from his sh fair, if the landing lag isn't long enough for you to punish it he will either spam pellets which you can try roll behind him for a grab or an arcfire if he expects the cross up grab and walks away from you, also keep in mind He has a bit of startup when trying to fire his pellets in a different direction while they are being thrown out in one direction, if he goes into his shield you can either grab him or pivot grab him if he tries to spot dodge.
Try to mix up your options when trying to land, if he expects you to come down with an attack he may preemptively shield which you can abuse by trying to land with nosferatu. When dealing with his up air there's not much you can do about it except air dodge before it connects, a lot of mega man mains use this when their opponent is in the air so properly timing your air dodges will help you avoid triggering the windbox that his up air has.
If he ever tries to do a cross up uptilt either spot dodge or don't drop your shield, his up tilt can kill at 90+% while being super unsafe on block or when spot dodged, it can allow for a free punish if blocked or wiffed. If he throws a metal blade your way diagonally downwards shield immediately because he will try to perform his sacred combo, b reversed metal blade into up tilt which is guaranteed if the metal blade connects when you are at high percents. Also full hop air dodge when ever he tries to perform the super glide toss into an up tilt or an up smash, I wouldn't recommend trying to stop it with an attack since he can shield while performing this AT.
At some point he will try either space or ko you with a sh Bair which doesn't have much landing lag but it still can be punished with properly timed thunder tome use but thoron might be power shielded due to its start up. Try to pick up the books or Levin sword when they break, they can be blocked by his projectiles but holding on to them and throwing them at the right time can be very rewarding because the books and LS have high amounts of knockback and shield damage when thrown, they can also be used to set up attack strings when utilized properly.
I'm so glad Diddy is up there at the top of worst matchups. I just faced one in a FG Tourney and lost very quickly. I could occasionally punish with N-Air and Wind Jabs, but that was my lot. Barely 60% in 2 stocks.All right can I talk about the Sonic MU for a second please. We lose this MU, but it is by far not the worst MU for Robin. I have played against an extremely good competent Sonic player for hours on end. The problem with most people is they try to Zone sonic, but this MU requires a lot of patience. Throw out Arcfire before he approaches, El thunder/Arcthunder is crucial in the MU. Throw them out when you see him dash.
Besides throwing out Arcfire in anticipation of Sonic dashing. You don't want to be caught standing still at all shielding, because that is when the Sonic mix ups will SCREW YOU UP. Sonic is unpredictable in fact I think he has the best mind games out of the entire roster. A good Sonic is hard to punish, but an amazing sonic well you never will know what he is going to do. So be constantly moving, and punish only when Sonic commits to something hard. This match requires a lot of patience for you to win. Also if you catch the Sonic slipping up, then you should go in with everything you got. I won't lie this MU is tough like really tough, but its no where near as bad as Diddy or Shiek.
As someone who regularly manages to kill Robins with Samus(if you've seen the recent video thread posts there are two matches of this MU in particular from me), I'll help you out on that.Anyone have any idea to do tackle the Samus MU with Robin? Or even any heavy projectile characters like Toon Link? I feel like I have to perfect shield every projectile if I want to approach or charge up my Thunder tome. Their combo game seems a bit better ours too, particularly Toon Link. Would it be recommended to have a secondary for heavy projectile characters or is there a way to stop it with Robin?
Thanks in advance for any replies btw.
Well, Robin was my first main on the Wii U version of Smash 4, and since then has become a secondary, and now is more of a pocket character of mine to use in specific matchups. The main reason that I found Robin sub-par to even several mid-tiers that I now use is because of rush down characters, or characters which have no range but great up close frame data. Against these characters, you need to respect many of their moves, even some smash attacks. When Nairo was asked on stream what the best part of Ally's Mario was, Nairo said, "His brain. He may throw out a lot of up smashes, but he knows how good the move is." And in truth, a character like Mario, or even Pikachu can get away with whiffing seemingly punishable moves on shield. Thus I can offer only a bit about to think about combating them.I've had quite a tricky time as Robin dealing with hard rushdown characters just because it feels like there aren't any options to escape being combo'd into infinity. This thread has seen discussion about Mario and Pikachu and that ilk before, but I still don't feel confident in my ability to interrupt momentum just because many good rushdowns have superior frame data (if not range) compared to Robin.
Against Mario and Pikachu particularly, even after racking up damage conservatively with jab combos (fire jab, as wind is too easily DI-ed out of and punished) , dtilt, ftilt, and so on, these characters always seem to be able to survive into the mid-to-upper 100%s because Robin's kill setups (e.g. arcfire, arcthunder, now dthrow into uair) are either imminently punishable due to startup, cooldown, or startup and cooldown, or easy to shut down with fireballs or thundershocks (interrupting charge or outright denying projectiles). Whenever I play against these characters, most of my kills come from reading airdodges and hitting with a LSUair or reading rolls with fsmash or dsmash, and that feels inelegant and unreliable against really good players. Have I overlooked some option, or should I just grit my teeth and consider it a challenge of survivability? Definitely would not prefer the latter because both of these characters have such strong kill options (especially Pikachu offstage with that whirlygig move, which feels like it was made specifically to counter Robin's predictable recovery) at medium percentages that fighting them into frankly very silly damage ranges for their weight class feels like way too much of a gamble.
Thank you in advance for your prescription, Dr. Robin.
For this, you might want to take a look into the frame data. Zero Suit Samus' standing grab is 68 frames, her dash grab is 71 frames, and her pivot grab is 78 frames. The frames where you will be grabbed for colliding with the grab hitboxes are, when you are in a perfect position to get grabbed, 16-29 for both standing and dash grabs (duration of 14 frames) and 17-29 for pivot grabs (duration of 13 frames). Robin has a spotdodge that is 28 frames long and has intangibility on frames 3-19 (17 frames); both rolls are 31 frames long with intangibility on frames 4-19 (16 frames).Having a hard time vs heavy grabbing ZSS lately, and ways to safely gain footing from being on the edge. I just keep getting grabbed, rarely can sidestep it at the right timing & rolls are awful vs it. Feels like jumping is a bad idea with ZSS options in air. (Not to mention it feels as if I'm getting grabbed when I'm just slightly off the ground) Spacing is just difficult for me lately in this match up. Any tips? Thanks