User blog:Plasmaster/Smash Study Hall: Robin

Hey there Smashers! Welcome back to the Super Smash Bros. strategy guide blog series, Smash Study Hall! Plasmaster here.

I've had this guide done for about a week now but I've just been so sick that I couldn't really do anything about it until now. I hope it will be worth having waited a little longer.

Today we are going to take a look at the brilliant tactician and avatar of Fire Emblem: Awakening, Robin!

Okay, so in Awakening Robin is a tactician, and an extremely genius one at that. Her play-style in Smash Bros. is quite similar to her background of tactics and strategies, because you have a limited number of resources and must only use them at the most opportune moments. Robin is about patience, keeping opponents at bay with standard attacks and then hitting them when they're vulnerable with a special attack or smash attack.

So, the most well-known of her tools are her special moves. Let's dive headfirst into these.

Thunder Magic is a move that can have a number of uses depending on what Tome you charge the move up to. Plain old Thunder won't do much damage or knockback; it's really just there to harass opponents that occasionally get too close. Elthunder is good for packing damage onto opponents and has little knockback that can help Robin get combos started. However, if you really want to get a combo going, Arcthunder is the Tome for you. It is perhaps one of the most useful of Robin's Tomes; because it hits multiple times, it can keep opponents in place so that Robin can dash in and grab them; even if they shield the Arcthunder, they'll be open for a grab; just remember that Robin is pretty slow, so you want to make sure you use it at a generous range that works for Robin. Once you've grabbed the opponent, a number of combos could occur; down throw to down smash, down throw to forward smash, down throw to forward tilt, down throw to rapid jab or normal jab, the list goes on. Then there is Thoron, which deals the most damage and launches opponents the farthest; it can be really useful if your opponent is ahead in terms of damage and you need to rack up damage on them to catch up; the move also possesses some kill power, killing most characters at around 125%. It is important not to use the Tome instantly after charging up to the one you want, because this will make it predictable for your opponent, and an enemy that has figured out a tactician's plans can spell trouble for you.

Robin's side special Arcfire is an excellent edge-guarding tool; proper spacing will ensure the fireball lands right on the edge, forcing most opponents to roll onto the edge where you can punish with a smash attack. The move can be great for putting on damage or blocking enemy projectiles or advances as well, but once again you shouldn't overuse it or your number of uses will expire.

Elwind should only be used for recovery, never for attack. If it is used to attack opponents, Robin will be left helpless and can be easily punished, and on top of that Robin will find themselves without a recovery from having used it too much as an attack.

Nosferatu is a great move if you are at a higher percentage and need to close the gap between you and an opponent. It can surprise opponents that are making fast frontal approaches, it can combo out of Arcthunder, and it can be a good way to rack some damage on an opponent near the edge (this shouldn't be done if Robin is the one recovering, or she'll be left helpless and die). If you are in need of a Nosferatu, try not to only go for that or you'll exhaust your supply as well as leave yourself open; wait until the opponent is open and then hit them with it.

OKAY those are Robin's special moves; I should mention that when Robin discards the Tomes after using them too much, you should definitely grab it again so you can throw it at an opponent because these put on extra damage and can even kill most characters at around 120%.

Now for standard attacks; Robin's regular jab is a good combo finisher and her rapid jab is excellent for racking up damage; the finisher on the rapid jab is a kill move, so keep that in mind as well.

Robin's forward tilt is a good spacing tool but has an awkward launch to it that makes it poor for most combos. Her up tilt is good for deterring aerial advances and her down tilt is great for continuing combos.

Robin's smash attacks are very powerful when they use the Levin Sword; now, the Levin Sword does have a limited number of uses, but reappears in Robin's arsenal faster than the Tomes, so it is okay to use this more; you should remember to try and save it for some kill moves though. Robin's forward smash is a great combo finisher and kill move. Her up smash is good for continuing combos by launching opponents into the air. Robin's down smash is a very powerful move that has great kill power and despite its appearance, actually will hit on both sides of Robin when the Levin Sword is used because the electric sparks from the sword hit behind her, albeit at a close range. When the Levin Sword is discarded, definitely try and grab it, because like the discarded Tomes, it can be thrown to put some damage on opponents and is a kill move.

Robin's aerials vary depending on what sword Robin uses. The neutral air is good for continuing combos. The forward air is good for damage, doesn't matter which sword you use. The back air is a great kill move when the Levin Sword is used; the Bronze Sword version of it can be used for combos. Robin's down air has lots of meteor power when the Levin Sword is active but the Bronze Sword version is much weaker, so it is advised to use the Levin version of the move; the move is also a good approach option from above. Robin's up aerial varies in use between the swords; Bronze Sword makes the move great for juggling opponents, and the Levin Sword makes it a powerful killing move.

Robin has the shortest grab range in the game and that's why you should down throw 95% of the time because of the down throw's great combo starter ability. The up throw can combo into Levin up air at higher percentages for a kill. Forward throw is virtually useless; back throw has some launch behind it, so it can be good for getting opponents off-stage.

Robin could be a higher tier character if people learned how to use them right; Robin is often overlooked because they aren't a rush-down character, but I think they have a certain untapped potential; all you have to do is play patiently and use your tools to your advantage.

Sorry I referred to Robin as 'her' sometimes, I tend to use the female version when playing the character, so...

I hope you enjoyed this guide on Robin! I also hope this helped you to improve your Robin game! NyanMeowstic is going to have a Robin guide of his own out and about in the near future, so I definitely recommend checking that out if you want more Robin stuff.

If you have any questions, please let me know down in the comments. Next time we will be breaking down the SOLDIER 1st Class, Cloud!

Until next time, keep on smashing and leave it to Heropon!