SSBU/Robin

From Dragdown


Overview

Robin
Weight:95
Spotdodge:The duration and intangibility of this character's on-spot dodges.26F (3~17F intangible)
Air Dodge:The intangibility of this character's air dodges, both neutral and directional.3~30F intangible (Neutral)
3~21F intangible (Directional)
Fastest OOS:Z-Drop discard (5F)
Elwind (Up B) (8F)
N-Air (10F)
Overview
Robin is a character in SSBU. (Placeholder)
Summary
Robin is a trapper/sword hybrid that controls a lot of space at once with a combination of lingering projectiles and large aerials.
Pros Cons
  • Versatile: Robin's diverse array of sword and projectile attacks allows them to be a threat at all ranges, especially in midrange.
  • Strong air game: Robin's large and powerful aerials with the Levin Sword combined with their good aerial drift and mobility with Thunder makes them very difficult to challenge in the air.
  • Ledgetrapping: A well placed Arcfire covers most ledge options with Robin standing at the perfect distance to cover ledge roll. Combined with Thoron, Jab, D-Smash, and Arcthunder, Robin can cover most ledge options simultaneously. Their ledge trapping can take stocks early as Arcfire can combo into their strong smash attacks and aerials.
  • Explosive killpower: Robin can quickly deal massive damage through aerial strings and combos with Arcfire and Arcthunder. The high knockback of Levin aerials allows them to secure kills relatively early and Arcfire in particular can lead into ladder combos that kill as early as 30%
  • Placeholder:
  • Slow: Robin has the second slowest run speed in the game being only faster than Incineroar. They also have the most committal dash in the game, which makes grounded approaches more challenging.
  • Resource Management: Robin's best moves come with a resource requirement. Losing a tome makes you temporarily unable to use any move related to that tome and losing your Levin Sword forces you to rely on the much smaller and weaker Bronze Sword for up to 10 seconds.
  • Poor ground game: The combination of Robin's low ground speed, highly committal dash, and weak tilts greatly limits their options on the ground and forces them to rely primarily on their aerial kit.
  • Easy to overwhelm: Robin's lackluster mobility and OOS options makes them struggle against rushdown characters with high mobility and an abundance of safe options.
  • Placeholder:
Magic Tomes
All 4 of Robin's Specials, and both of their Jab finishers spend durability on their respective tomes, visible as gauges over the character portrait after a corresponding move is used.

Once the respective tome is depleted, they drop as an item and the corresponding moves will be unusable in a set amount of time. Scoring a kill grants Robin a reduction in recharging time. The tome drop can be delayed by using another special move (including empty spells), a taunt, U-Tilt or D-Tilt. Discarded tomes can be caught using jump back Z-catch/Aerial, or F-Tilt behind.

Thunder tome : 20 charges
Thunder takes 1 charge
Elthunder takes 3 charges
Arcthunder takes 5 charges
Thoron takes 8 charges
Recharge time : 12 seconds
Recharge time reduction upon taking a stock : ~ 2 seconds

Fire tome : 12 charges
Fire Jab finisher takes 1 charge
Arcfire takes 2 charges
Recharge time : 12 seconds
Recharge time reduction upon taking a stock : ~ 2 seconds

Wind tome : 10 charges
Wind Jab finisher takes at least 2 charges and takes 1 more charge every 10 hits
Elwind takes 1 charge per Elwind blade (2 for a full Elwind)
note that if only 1 charge is left Elwind will only produce 1 blade
Recharge time : 6 seconds
Recharge time reduction upon taking a stock : 3 seconds

Dark tome : 3 charges
Nosferatu takes 1 charge
Recharge time : 30 seconds
Recharge time reduction upon taking a stock : 1.5 seconds

Levin Sword and Bronze Sword
Robin uses 2 swords : Levin Sword and Bronze Sword

Much like Robin's specials, Levin Sword has durability and will be dropped after a number of uses. Upon being discarded, Levin Sword is replaced by the much weaker Bronze Sword for up to 10 seconds.

How to get Levin Sword out

  • Smash inputs bring Levin Sword out
  • Jab, grounded tilts, dash attack, getup attacks bring Bronze Sword out
  • If Bronze Sword is active, tilt input aerials keep the Bronze Sword out, while smash input aerials bring Levin Sword out
  • If Levin Sword is active, aerials will keep Levin Sword out no matter how they are inputted
  • Once Levin Sword is depleted all smash inputs (grounded or aerial) will use Bronze Sword, while accelerating the recharge time of Levin Sword
  • When Levin Sword comes back, it will be active by default

Durability stats : 8 charges
Each Smash Attack and Levin Sword aerial take 1 charge
Recharge time : 10 seconds
Recharge time reduction upon doing a smash input move : 0.5 seconds
Recharge time reduction upon taking a stock : 3 seconds

Robin starts every match without Levin Sword.


Normal Moves

Jab

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Jab 1 2.0 4-5 32 361/180 -24 to -23 N/A
Jab 2 1.5 5-6 35 361/180 -26 to -25 N/A
Jab 3 5.0 6-7 36 361 -23 to -22 N/A
Rapid Jab 0.9 3/6/9/12/15/18/21/24/27 31 361 NaN N/A
Rapid Jab Finisher 2.0 5-6 48 74 -39 to -38 N/A

Robin's jab is his fastest move at frame 4 and one of his only decent boxing options. While it's not safe on shield, it's fast and disjointed with the top of jab 1 sometimes being able to anti-air opponents. Jab 1 can have trouble linking into jab 2, but that does not stop the move from being an important part of Robin's kit.


Fire Jab

This finisher uses the Fire tome and cannot be used if the Fire tome is recharging. Fire Jab sends horizontally and is one of the strongest jabs in the game, starting to kill midweights at the ledge around 110%. Before that its strong knockback can help Robin set up for either an edgeguard or ledge trap, and in the latter case it can be used to cover roll on reaction during an Arcfire ledge trap to send the opponent back offstage for another ledge trap or kill at higher percents.


Wind Jab

This finisher uses the Wind tome and cannot be used if the Wind tome is recharging. Wind Jab sends vertically and can start killing at 150% but opponents can survive for 10-20% longer with proper DI. In terms of raw framedata it is very unsafe on shield, but its high pushback and disjointed hitbox can occasionally stop Robin from taking a heavier punish. It is one of the most damaging jabs doing a minimum of 18% when not held and over 30% if held when your opponent is against a ledge.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Jab 1 25/20 25/15 N/A N/A 3
Jab 2 25/20 25/20 N/A N/A 3
Jab 3 70 124 N/A N/A 6
Rapid Jab 11 10 N/A N/A 4
Rapid Jab Finisher 80 186 N/A N/A 3


Forward Tilt

/ +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
7.5 9-10 33 361 -15 to -14 N/A

Robin's F-Tilt is only situationally useful as a somewhat quick grounded get off me. Most of the time it's overshadowed by Jab, which is faster and has more reward at the cost of being less safe, and D-Tilt, which is faster and safer to throw out, at the cost of having less horizontal range. One of Robin's least useful moves.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
62 70 N/A N/A 8


Up Tilt

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
6.0 6-14 33 96 -20 to -12 N/A

Robin's U-Tilt is their fastest anti-air at frame 6 and can be used as a quick way to catch opponents landing on top of Robin when U-Smash or rising U-Air would not be fast enough. The back hit can combo into U-Smash, B-Air or U-Air for a stock but otherwise, it puts the opponent above Robin to potentially continue a juggle. However, it is not safe on shield so it's not something that can be thrown out freely in neutral.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
50/60/70 80 N/A N/A 6


Down Tilt

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
6.0 7-8 22 30 -8 to -7 N/A

Robin's D-Tilt is a quick and safe move to throw out. It can be used to bait opponents or mix them up, or as a quick get off me that puts the opponent back to midrange, Its reward upon hitting is not great per se, but what you do with the collected information is what matters. It can combo (albeit inconsistently) into dash attack or into grab at certain percents, and sends into tech chase around 140%. Closer to ledge it can set up for a D-Air, N-Air or D-Smash follow-up depending on your opponent's habit.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
40 40 N/A N/A 6


Dash Attack

while dashing or running

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
10.0 8-10 42 45 -23 to -21 N/A
6.0 11-18 42 65 -24 to -17 N/A

Dash Attack is Robin's fastest burst option. It starts with a strong hitbox on the sword for the first 3 frames of the move, being quite bigger than the sword suggests, followed by a weaker and smaller one for the next 9 frames. It doesn't have as much kill-power as the rest of Robin's moves, however it remains Bronze sword's strongest move and can be used as an alternative option against opponents caught in arcfire at ledge when Levin Sword is not available.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
80 66 N/A N/A 10
80 60 N/A N/A 6


Smash Attacks

Forward Smash

/ +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
9.6 16-18 58 361 -34 to -32 N/A
16.0 16-18 58 361 -30 to -28 N/A
10.0 19-27 58 361 -31 to -23 N/A
  • Charge hold is frame 6

Levin sword

A strong but standard FSmash. It can be comboed into for early kills out of arcthunder or arcfire but it's relatively high startup and endlag makes it a bad option if not for hard reading opponents or ending combos. The lingering hitbox can punish badly timed spotdodges.


Bronze sword

THE worst FSmash in the game. Style a laggy move but with no kill power at all, noticeably less range and less active frames. If you get a shield break but don' t have levin sword your better off charging a bronze DSmash as it will actually kill opponents if at high enough percents.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
50 87 N/A N/A 7
53 90 N/A N/A 11
60 80 N/A N/A 7


Up Smash

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
9.0 12-16 53 55 -33 to -29 N/A
10.0 12 53 92/70 -30/-33 N/A
15.0 13-16 53 92 -29 to -26 N/A
10.0 17-32 53 70 -28 to -13 N/A
  • Charge hold is frame 5

Levin sword

With a 12 frame startup, Levin Up Smash is Robin's fastest smash attack. During the attack, Robin throws the Levin sword in the air where it stalls for a bit until it comes back in Robin's hand. The first frame of the attack benefits from a weak hitbox on Robin's sides, which can be used as a get-off-me tool. Due to the sword being sent in the air, the strong hitbox of the attack is generously disjointed, making it a very effective anti-air option. It is generally used as a combo with Arcfire, securing kills as early as 80% on low-ceiling stages. If the opponent is caught in the Arcfire close enough to Robin, Up Smash can even be charged for a bit. Just like any Levin move, it has a lingering weaker hitbox at the end of the move. Though it will not send the opponent very far, it does have the advantage of lingering 15 frames after the initial strong hit. Note that there is a sourspot at the first frame on the move on Robin's sides which will not kill either.


Bronze sword

The Bronze version lacks the side hitbox and is less active than Levin Up Smash. Just like any Bronze Sword Smash attack, it is not advised to use this move, as it will never kill in realistic situations.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
45 84 N/A N/A 7
55/70 86/79 N/A N/A 10/7
55 86 N/A N/A 10
60 80 N/A N/A 7


Down Smash

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Bronze 8.0 16-17 57 28 -34 to -33 N/A
Levin, Sword Hit 15.0 16-17 57 55 -30 to -28 N/A
Levin, Spark Clean 12.0 19-22 57 45 -29 to -26 N/A
Levin, Spark Late 10.0 23-28 57 45 -26 to -21 N/A
  • Charge hold is frame 3

Levin sword

Levin D-Smash is Robin's best smash attack with a large sword swing in front of them and sparks that hit in front and behind the sword after it strikes the ground. While it is not safe on shield, it does a significant amount of shield damage and pushback, with the sparks potentially poking or breaking a shield if the attack is charged or the shield is already damaged. It's one of Robin's best 2-framing options and also serves as an integral part of their ledge trapping as the sparks that hit behind Robin can catch rolls while the front hitboxes can easily catch neutral getups.


Bronze sword

Bronze D-Smash lacks the bigger hitbox and sparks of its Levin counterpart while being less safe on shield. It is not advisable to use this move as with the other Bronze smash attacks, but at least it sends at a good horizontal angle if it connects, which can set up for gimps/ledge trapping.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Bronze 50 95 N/A N/A 6
Levin, Sword Hit 50 95 N/A N/A 10
Levin, Spark Clean 50 100 N/A N/A 8
Levin, Spark Late 50 100 N/A N/A 7


Aerials

Neutral Aerial

Airborne

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Bronze 6.9 7-10/20-23 48 30 -8 to -7 N/A
Levin, Clean 11.5 7-10/20-23 48 30 -6 N/A
Levin, Back Hit 5.0 24-28 48 65 -8 N/A

Levin sword

Robin's N-Air is divided in two swings of the Levin Sword first hitting in front of them, then hitting behind. The first swing of the attack hitting as early as frame 7, it is Robin's best out-of-shield option. In terms of horizontal length, it is the biggest neutral air in the game (Mega Man doesn't count) allowing Robin to contest almost any aerial approaches and making it quite safe on shield. As the swing comes from above first it can also easily shield-poke opponents hit by Arcthunder. N-Air is also used as a finisher following a F-Air. In terms of raw kill-power, N-Air is Robin's weakest Levin aerial however it is greatly compensated by sending opponents in an almost horizontal angle. As such it opens the door for a devastating edge-guard against lots of recoveries. It is worth mentioning that the first part of the move does not have a late hitbox. The second, less useful, part of the attack sends behind Robin. As it is active only after 20 frames trying to hit with this part of the move is not advised, B-Air being a much reliable option.


Bronze sword

Much weaker than its Levin counterpart, it stays big enough to be considered the second biggest neutral air in the game, and its horizontal angle makes it almost just as effective for edgeguarding purposes. In terms of raw kill power, Bronze F-Air will most of the time kill sooner, at the cost of having a bigger startup and less horizontal range.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Bronze 60 55 11 1-3/32+ 3
Levin, Clean 60 64 11 1-3/40+ 5
Levin, Back Hit 45 80 11 1-3/40+ 3


Forward Aerial

Airborne +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Bronze 7.5 12-15 34 361 -8 N/A
Levin, Clean 12.5 12-15 34 55 -6 N/A
Levin, Late 5.0 16-19 34 65 -8 N/A

Levin sword

Robin's F-Air starts below them and ends in an upward trajectory. Fair is robin's main tool in air to air situations where it can be used while rising to prevent the opponent from jumping in to start a combo at low percents or killing at high percents. It's also one of robin's main combo starter and extender as it combos into itself or multiple other moves like N-Air or jab. Despite its startup F-Air has low endlag making a good option to throw out of a full hop followed up an other aerial, arcthunder or nosferatu


Bronze sword

Even though bronze F-Air lacks the huge killpower and combo potential of it's levin counterpart it can still be used with the same intents to a lesser degree. The lower launch angle of bronze F-Air also makes it a good option in edgegards situations especially since you can throw it out a lot due to its low endlag and robin's long recovery


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Bronze 50 100 11 1-3/27+ 3
Levin, Clean 50 100 11 1-3/28+ 5
Levin, Late 45 80 11 1-3/28+ 3


Back Aerial

Airborne +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Bronze 9.0 9-10 40 361 -7 N/A
Levin, Clean 15.0 9-10 40 361 -6 N/A
Levin, Late 5.0 11-16 40 65 -8 N/A

Levin sword

Fast, disjointed and sporting strong kill power, Levin B-Air is one of Robin's main combo ender and kill move. Indeed, Thunder, Arcthunder, Arcfire and late hit Levin U-Air can all lead into the aerial. The move's disjointed hitbox and good frame data also makes it pretty safe on shield, and the move can shield poke, especially after Arcthunder (character-dependant). Late hit Levin B-Air also sets up for another Levin B-Air or Levin U-Air with its low knockback and good hitstun.


Bronze sword

Unlike its Levin counterpart, Bronze B-Air only is active for 2 frames, and due to its smaller hitbox, is very hard to even hit. If you hit Bronze B-Air though, you get a mediocre reward. It is usually not advisable to use this move, other Bronze Aerials being way more serviceable.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Bronze 40 93 11 32+ 4
Levin, Clean 40 93 11 32+ 5
Levin, Late 45 80 11 32+ 3


Up Aerial

Airborne +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Bronze 7.8 10-13 46 95 -7 N/A
Levin, Clean 13.0 10-13 46 95 -6 N/A
Levin, Late 5.0 14-23 46 65 -8 N/A

Levin sword

Levin U-Airstarts in front of Robin and ends behind them with a lingering hit. It is a threatening tool in the air, as it opens for a juggle situation and early kills. The first hitbox start just in front of Robin, allowing them to easily place a landing upair on grounded opponents even when low to the ground. The late hitbox has some use, as a landing late U-Air true-combos into B-Air, F-Air or even D-Air when autocanceled.


Bronze sword

bronze U-Air looses it's threatening kill power and the lingering hitbox in the back but it gains utility as a combo starter that starts combos on a much higher range of percentages than levin U-Air.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Bronze 48 90 11 1-4/27+ 4
Levin, Clean 48 90 11 1-4/28+ 5
Levin, Late 45 80 11 1-4/28+ 3

Down Aerial

Airborne +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Bronze, Clean 7.2 13-15 60 361 -13 N/A
Bronze, Late 6.0 16-24 60 361 -13 N/A
Levin, Spike Hit 11.0 13-15 60 270/70 -12 N/A
Levin, Clean Hit 12.0 16-17 60 40 -11 N/A
Levin, Late Hit 8.0 18-24 60 65 -12 N/A

Levin sword


Bronze sword


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Bronze, Clean 55 80 16 48+ 3
Bronze, Late 45 80 16 48+ 3
Levin, Spike Hit 20 100 16 48+ 4
Levin, Clean Hit 55 80 16 48+ 5
Levin, Late Hit 45 80 16 48+ 4


Special Moves

Thunder/Elthunder/Arcthunder/Thoron

Thunder

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
5.5 8-22 33 50 -12 to 2 N/A

Thunder is one of Robin's best pokes in neutral due to its high speed, decent range, low cost, and low endlag. Its main use is in shutting down approaches or forcing jumps which Robin can easily capitalize on with Levin aerials. Thunder also has decent utility as a combo extender and platform pressure tool, as it can easily string into Levin aerials when hit around jump height.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
50 20 N/A N/A 3


Elthunder

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
11.0 8-49 39 50 -13 to 28 N/A

Elthunder is a fast projectile that can be used to help you gain stage control and combo at very low percents.
In offstage scenarios, Elthunder can both help cover Robin's recovery as well as force an opponent to airdodge and recover to ledge right into Arcfire ledge trapping. If they decide to not airdodge or don’t react in time, Elthunder is very effective at taking stocks at mid percents. The other scenario in which Elthunder should be used very often is in tech chases. Oftentimes, Robin won’t be able to catch up in time to punish the tech option. In these cases, Elthunder is very effective at catching every single tech option, except for no tech.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
30 100 N/A N/A 4


Arcthunder

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Projectile 6.0 8-79 39 70 N/A N/A
Hit, Multihits 2.4 1-16 N/A 110/367 N/A N/A
Hit, Final Hit 8.0 17 N/A 50 -1 to 70 N/A
  • Once the move hits one's shield they cannot change the direction in which their shield is tilted

Arcthunder is a slow projectile which accelerates with time. Its main use is as an anti approach tool, as its huge damage output (29.7% when non-stale) and the fact it triggers on hitboxes make it advantageous to trade with. Upon being triggered the cross hitbox will catch Robin's opponent for a little while, allowing Robin to follow up with Thunder extensions, N-Air, B-Air, F-Air, or even F-Smash depending on spacing. Due to its harsh damage on shields, Arcthunder also allows for shield poke setups (albeit character, spacing and shield tilting dependant) with B-Air, N-Air, F-Air, D-Smash or even U-Smash if the opponent is on a platform. It can also set up for shield breaks for all three smashes, once again depending on character, spacing and shield tilting. Arcthunder is also a very potent tool for tech chases, especially on platforms.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Projectile 50 35 N/A N/A 3
Hit, Multihits 20 FKB/16 FKB 100 N/A N/A 2
Hit, Final Hit 85 85 N/A N/A 3


Thoron

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
2.6 21-91 75 45 -19 to 90 N/A
  • Makes you immune to tripping from moves with a random tripping chance (Such as Kirby d-tilt) for your whole stock upon use
  • Can destroy weak projectiles but cannot be destroyed by strong projectiles
  • If Robin casts this move while falling, the projectile will follow them until it is fully detached from their hand

Robin's fully charged neutral special is a fast moving, high range, multi-hit projectile. Its high base knockback and low angle allows it to kill fairly early at ledge but its low knockback growth causes it to be much weaker center stage. Charging it is often very committal as it deprives Robin of their B-Reverse Thunder charge movement, which is a crucial tool in all game states. The move is also fairly slow to start up and has high endlag, especially when used in the air. Despite this, it still has good utility in ledgetrapping with Arcfire due to its solid killpower and wide lingering hitbox being able to cover most getup options simultaneously.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
75 191 N/A N/A 2


Arcfire

/ +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Projectile 2.0 17-76 64 115 -56 N/A
First Hit 1.3 1-9 63 85 -58 to -50 N/A
Multihits 1.3 41-50 63 110 -18 to -9 N/A
Final Hit 4.0 51-53 63 70 2 to 4 N/A


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Projectile 40 FKB 100 N/A N/A 2
First Hit 15 FKB 100 N/A N/A 2
Multihits 15 FKB 100 N/A N/A 2
Final Hit 80 110 N/A N/A 2


Elwind

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
First Hit, Spike Hitbox 7.0 8 86 255 -68 N/A
First Hit, Lingering 5.0 8-11 86 80 -67 to -68 N/A
Second Hit, Clean 7.0 28-37 86 55 -48 to -39 N/A
Second Hit, Late 5.0 38-55 86 55 -39 to -22 N/A


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
First Hit, Spike Hitbox 10 100 N/A N/A 3
First Hit, Lingering 100 30 N/A N/A 3
Second Hit, Clean 70 90 N/A N/A 3
Second Hit, Late 70 80 N/A N/A 3

Nosferatu

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
N/A 15-18 5031 Release N/A N/A all intangible 15-18
  • The healing power increases depending on the percent difference between Robin and their opponent (not stock difference)
  • The healing power is multiplied by 1.2 if the opponent is facing away
  • Puts Robin into freefall if they grab an opponent
  • Doesn't give the opponent temporary grab immunity
  • Mashing does affect Nosferatu's duration up to 110% where upon the opponent mashing no longer has a significant effect on the move's duration
  • Empty Nosferatu still has intangibility

Nosferatu is a situational but powerful command grab that allows Robin to heal themselves while damaging the opponent. With tools like his Levin aerials and Arcthunder, Robin's moveset conditions their opponent to shield, especially on platforms, and this is where Nosferatu comes in. The move hits higher than one might think, allowing Robin to easily snag opponents through platforms with Nosferatu after being conditioned to shield or in platform tech chase situations. If Robin is on the ledge, it can also be used to catch opponents shielding as part of their ledge trap, as Robin will snap ledge after the move. Overall, Nosferatu should be considered a command grab first and a healing tool second. Even though it possesses iframes and can heal over 20%, it is still slow and punishable on whiff, so conditioning the opponent to shield is crucial before trying to use it.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
N/A N/A N/A N/A N/A


Item Discards

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Book 3 N/A 2 361 NaN N/A
Levin Sword 5 1-2 3 361 4 to 5 N/A
  • PlaceHolder


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Book 10 100 N/A N/A 2
Levin Sword 10 100 N/A N/A 3


Grabs & Throws

Grab

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Standing N/A 7-8 40 N/A N/A N/A
Dash N/A 10-11 48 N/A N/A N/A
Pivot N/A 11-12 43 N/A N/A N/A
Pummel 1.5 1 7 361 -2 N/A

Standing Grab

Pivot Grab (While Dashing, / > )

Dash Grab (While Dashing, )

Pummel (After grabbing, )


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Standing N/A N/A N/A N/A N/A
Dash N/A N/A N/A N/A N/A
Pivot N/A N/A N/A N/A N/A
Pummel 30 FKB 100 N/A N/A 3

Forward Throw

After grabbing,

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
8.0 16 32 45 N/A all invincible 1-16
  • This throw can be used to send opponents away from Robin and setup for an edgeguard or a ledgetrap. Other than that it is not particularly useful.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
95 25 N/A N/A N/A

Back Throw

After grabbing,

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
11.0 25 45 52 N/A all invincible 1-25
  • This throw can be used to send opponents away from Robin and setup for an edgeguard or a ledgetrap. Close to ledge it may kill at later percents (with good DI a mid weight will die at 155%).


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
85 60 N/A N/A N/A

Up Throw

After grabbing,

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
9.0 15 48 93 N/A all invincible 1-15
  • This throw can be used to setup juggles. Other than that it is not particularly useful.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
100 30 N/A N/A N/A

Down Throw

After grabbing,

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
6.0 16 38 85 N/A all invincible 1-16
  • Robin's main combo throw. At 0% it only leads into U-Tilt or Jab 1 (it is possible to trap the opponent into Rapid Jab, however it is inconsistent). Once the 10% bar is passed it will start to lead into N-Air, U-Air or B-Air. At higher percents it is possible to combo into full hop double jump U-Air, however it is a tight and character-dependent window, and most characters can break the combo by using DI Away.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
50 108 N/A N/A N/A


Misc. Attacks

Ledge Attack

while holding the ledge

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
9.0 25-27 56 45 -21 to -19 all intangible 1-27
  • PlaceHolder


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
90 20 N/A N/A 9

Getup Attack

after getting knocked down

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Facing Up 7.0 14-25 46 48 -24 to -13 all intangible 1-25
Facing Down 7.0 14-25 46 48 -24 to -13 all intangible 1-25

It's a Getup Attack.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Facing Up 80 48 N/A N/A 7
Facing Down 80 48 N/A N/A 7

Trip Attack

after tripping

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
5.0 20-30 50 361 -23 to -13 all intangible 1-7
  • PlaceHolder


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
60 50 N/A N/A 6


Navigation

To edit frame data, edit values in SSBU/Robin/Data.
Robin


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