More actions
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 |
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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
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
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
+
-
Why do down tilt when you could just shoot arcfire (don't actually do that)
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
-
Second biggest Neutral Air in the game (Mega Man still doesn't count)
-
Biggest Neutral Air in the game (Mega Man doesn't count)
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
/ +
-
-
Which move should I use in Neutral ? (please don't)
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, techases on platforms 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
-
There are better places to take a nap than on the ground, you know.
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 |
To edit frame data, edit values in SSBU/Robin/Data. |
Essentials
• Controls • FAQ •
The Basics
• Movement •
Offense •
Defense •
Detailed & Advanced Information
• Damage/Knockback • Frame Data Explanations • States of Play • Universal Strategy • Esoterica •
Archived Information
• Patch Notes • Tier Lists • Alternate Resources • Discords •
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