Super Smash Bros. Obliteration/Robin

Robin is a Default/Starter Character in Super Smash Bros. Obliteration. He is the Avatar Character and Main Protagonist in Fire Emblem: Awakening who is very skilled with both the sword and in thunder magic as well, and together with his friend Chrom, the legend Marth and Marth's descendant Lucina gather together an army against the Fell Dragon Grima, and Robin's own father Validar who wants to bring destruction to the world by reviving the Fell Dragon whom he made a deal with long ago. Robin was found by Chrom after the original timeline was restored and he was found by Chrom's shepherds where the two befriended each other and joined in a journey to save the continents, Ylisse and Valm from evil. Now awake and aware Robin is ready to bring the thunder of determination to the fight where the best throughout the gaming world fight to determine who will come out on top of the Mountain of Smashers. Armed with a moveset based of Sword, Thunder, and Magic Attacks, Robin is ready to Strike the contest with thunder against any opponent, in a fight for the ages.
==Attacks==
Type 	Name	Damage 	Description
Neutral 	 	(5% = Arcfire), 1% = Elwind loop), 2% = Elwind last, 8% = total). 	An upward slash followed by a downward slash. The move can then proceed to a third finishing hit or into a neutral infinite, depending on whether the attack button is held or button mashed. The first is a fiery explosion that deals high knockback and KOs around 170%, although it can be dodged at high percentages with an air dodge or jump; it costs 1 durability point from Arcfire. The second is a barrage of blade-shaped blasts of wind magic that hits multiple times and ends with a blast that deals high knockback which draws from Elwind's durability; it uses up 1 durability point for every 2 seconds for a maximum duration of 18 seconds. If both tomes are depleted, Robin will only be able to use the first two sword slashes. Its fast start-up, deceptively high range and damage/KO potential makes it a go-to option on the ground and the most pivotal part of Robin's neutral game.
Forward Tilt 	 	(7.5%) 	An outward turning, downward slash. Its quick speed makes it a decent spacing option, but it has poor reach and low knockback.
Up Tilt 	 	(6%) 	An inward turning, upward slash. Primarily an anti-air option, as it has almost no hitboxes at the side of Robin, and is not particularly powerful due to its low knockback. However, it can launch opponents into the air to initiate aerial combos.
Down Tilt 	 	(6.5%) 	A crouching, outward slash. Though short-ranged and weak, it is Robin's fastest tilt and has very low ending lag, allowing it to be used as an anti-pressure option.
Forward Smash	 	(Bronze = 9.6%, 16% = Levin clean, 5% = late). 	An outward thrust. A viable close-ranged punishment option, but suffers from long ending lag. This is remedied due to the Levin Sword's lingering hitbox, although this makes it unsafe if shielded. KOs around 175% with the Bronze Sword and around 100% with the Levin Sword.
Up Smash 	 	(Bronze: 9%, Levin: 15% = clean sword), 10% = clean body), 5% = late).	An upward thrust. Deals mainly vertical knockback with decent power, but has high ending lag and low range (often missing opponents directly beside him). Without the Levin Sword, it has poor knockback and horizontal reach. The Levin Sword KOs around 110%.
Down Smash 	 	(Bronze = 11%, 15% = clean levin, 12% = mid, 10% = late). 	Kneels and strikes the floor via a slash with his equipped sword. The Levin Sword generates brief sparks on both sides of Robin, which can hit opponents even after he starts getting up, thus warding off punishment attempts on either side of him. When coupled with the its hitbox's duration and late hit's surprisingly good knockback, the sparks also make it Robin's most reliable punish move on the ground. Its fair amount of hitlag also makes very effective against shields. However, like his other smash attacks, it has suffers from high ending lag. KOs around 150% with the Bronze Sword and around 110%
with the Levin Sword.
==Aerial Attacks==
Type 	Name	Damage 	Description
Neutral	 	(7% = both hits, 14% = total)). 	An inward forward slash followed by an outward backward slash. The backward slash can hit opponents if Robin fast falls from a short hop behind them. A decent spacing option, though it has low knockback. If Robin uses this move while equipped with the Levin Sword, he will equip the Bronze Sword again, making this his only aerial with this property. Autocancels from a short hop.
Forward	 	(Bronze = 7.5%,12.5% = clean levin, 5% = late). 	An upward swipe. Because of its arc, it can catch grounded opponents while in the air. A reliable spacing tool that deals a lot of damage and autocancels from a short hop. It has very poor KO potential with the Bronze Sword, but its knockback makes it easy to combo with, usually into itself, or other aerials. It has a lingering hitbox with the Levin Sword that can deal damage during the move's final frames, with the clean hit from the Levin Sword KOing around 140%.
Back 	 	(Bronze = 9, 15% = clean levin, 5% = late). 	A backward thrust. Fast, but has a somewhat narrow hitbox which can make landing it awkward, though it still autocancels from a short hop. It can hit a few frames after ending while using the Levin Sword, which can surprise opponents. It also KOs as early as 100% with the Levin Sword, making it his strongest aerial, although his up aerial with the Levin Sword can KO earlier while high in the air.
Up 	 	(Bronze = 7.8%, 13% clean levin, 5% = late). 	An upward overhead slash. It is a great juggling option with the Bronze Sword due to its low knockback and large arc, while it is Robin's most effective aerial with the Levin Sword due to its massive range and KO potential. It has lingering hitboxes with the Levin Sword. It can autocancel from a short hop. KOs around 155% with the Bronze Sword and around 110% with the Levin Sword.
Down 	 	(Bronze = 7%, 11% = clean levin, 12% = mid, aerial opponent, 10% = mid, grounded opponent, 5% = late).	A downward slash. It also hits slightly in front of Robin. The sweetspot in the middle of the Levin Sword can meteor smash while it is swung down, while the Bronze Sword cannot meteor smash at all. The move has a lingering hitbox if the Levin Sword is used. The long recovery frames and high landing lag makes this move unreliable, and it is his only aerial that cannot autocancel from a short hop.
==Other Attacks==
Type 	Name	Damage 	Description
Floor Attack (Front)	 	(7%) 	Swipes With The Bronze Sword In Both Forward/Back Directions, While Getting Up.
Floor Attack (Back) 	 	(6%) 	Same As Front Attack, Just With Less Power.
Floor Attack (Trip) 	 	(7%) 	Swipes With The Bronze Sword In Both Forward/Back Directions, Near The Ground.
Ledge Attack 	 	(8%) 	Performs A Thrust With the Bronze Sword While Climbing Up.
Dash Attack 	 	(10% = clean, 8% = late).	A low-angle thrust. It boosts Robin forward on start-up and, unlike his other Bronze Sword-based attacks, it deals knockback that is strong enough to KO at high percentages. However, its long ending lag after being used makes it unwieldy.
==Grabs/Throws==
Type 	Name 	Damage 	Description
Grab 	 	(N/A) 	Wraps the opponent in a whirling stream of magic. Despite its animation, its range is only average, unlike Greninja's similar grab, which has an above average reach. Has fast start-up like other characters' standing grabs, but has the longest amount of ending lag of all non-tether grabs in the game, making it punishable if missed. The pivot grab has surprising reach, but slightly more ending lag than the standing grab. The dash grab has even more ending lag than the pivot grab and even less reach, giving Robin one of the worst dash grabs in the game, to the point that it is potentially on par with Ganondorf's.
Pummel 	 	(3%) 	A small blast of magic. The second slowest pummel in the game, being surpassed only by Mii Swordfighter's pummel. Its slow speed can result in opponents potentially breaking out of Robin's grab at low percentages before he can throw after a single pummel first. However, it becomes safer to use at higher percentages.
Forward	 	(5% = hit 1, 3% = throw, 8% = total) 	Magically shoves the opponent forward. Virtually no utility outside of dealing damage, as its incredibly low knockback makes it unable to KO at reasonable percentages, while its high ending lag makes ineffective as a set-up option.
Back 	 	(7% = hit 1, 4% = throw, 11% = total)	Turns around and magically tosses the opponent backward. Robin's strongest throw, with very high base knockback and decently high knockback growth, KOing even some heavyweights at around 170% near the edge without rage. It can also be used reliably for throwing the opponent out of his reach to charge Thunder.
Up 	 	(9% = magic, 3% = throw, 12% = total)	Magically heaves the opponent upward. Like forward throw, it is only suitable for dealing damage due to its problematic knockback, which results in it being unable to KO at reasonable percentages and lacking any potential as a set-up option.
Down 	Checkmate	(9% = magic, 5% = throw, 14% = total)	Magically slams the opponent onto the ground, launching them vertically. Its extremely low base knockback and low ending lag makes it an excellent combo starter at almost any percentage. Its low hitstun until high percentages, however, prevents true combos into moves other than his neutral attack and up tilt. However, at high percentages, Robin can follow up with an up aerial for a safe KO; when performed correctly within the proper percent window, this combo is inescapable for every character except Bowser. This combo is referred to by players as the "Checkmate".
==Taunts==
Up taunt = Points his sword upwards and says, "Let's tip the scales!" (戦局を変える., I'll change the state of war.). Female Robin says, "Time to tip the scales!" (戦局を変えます., I'll change the state of war.)
Side taunt = Magically suspends his sword and tome above his hands, rotates the sword in place and flips through the tome's pages using magic, and says, "Prepare yourself!" In Japanese, male Robin says 覚悟はいいかい?, (Are you prepared?), while female Robin says 覚悟はいいですか?, (Are you prepared?)
Down taunt = Magically encircles himself with his sword and tome and says, "You're not ready!" (やってやるさ., Let's do it then.) Female Robin says, "Here I go!" (いきますよ!, Let us go!)
==Special Moves==
Type 	Name 	Damage 	Description
Neutral Special	Thunder 	(4% (Thunder), 10.5% = Elthunder, 3% = Arcthunder hit 1, 1% = Arcthunder loop, 1% = Arcthunder last), 3% = Thoron loop).	Robin casts thunder magic from his Thunder tome. It is a chargeable projectile with distinct properties for each charge level: Thunder (a fast, weak, and short-ranged spark) is produced when the move is uncharged, followed by Elthunder (a yellow, stronger ball of lightning with more range) which is cast when briefly charged, then Arcthunder (a red, gradually accelerating and multiple hitting sphere), and finally Thoron (a long-ranged, powerful and electrical energy beam whose range and damage can be extended by holding the special button) when fully charged. Each of them has its uses: Thunder and Elthunder can be used as an anti-pressure option, Arcthunder can be used for briefly trapping opponents for a free follow-up and has some off-stage KO potential, and Thoron has the highest KO potential of all of its versions.
Side Special 	Arcfire 	(1% = fireball, 1% = pillar, 4% = explosion, 6% = total). 	Robin casts fire magic from his Arcfire tome. It creates a tiny fireball that travels diagonally downward from above his head and bursts into a pillar of flame on impact. It is primarily useful for disrupting approaches and capitalizing on the opponent's reaction, while it can also be used for edgeguarding, either by directly attacking the opponent or covering the edge as they attempt to grab it.
Up Special 	Elwind 	(7% = hit 1 clean), 5% = hit 1 late), 5% = hit 2). 	Robin casts wind magic twice below himself from his Elwind tome, which propels him into the air. The first hit can meteor smash aerial opponents directly below him, while the late hit can set-up for the second hit, which launches the opponent too far to counterattack Robin. When Elwind is depleted, Robin will have no means of recovery for 6 seconds, which can prove disastrous if he wastes his tome uses. Robin is also left without protection from above when used, making him easy to gimp.
Down Special 	Nosferatu	(0.8% = per hit) 	Robin casts Nosferatu on a nearby opponent to drain their health and heal Robin. Inflicts constant damage and cannot be shielded due to acting like a grab. More energy is drained if it is button mashed, performed from behind, and/or Robin has a higher damage percentage than the opponent. Robin will be left helpless if the move ends midair. It can also be used as a sacrificial KO
==Final Smash==
Type 	Name 	Damage 	Description
Final Smash	Pair Up (With Chrom): (KO)	( 17% = hit 1, 5% = hits 2-14), 23% = hit 15, 90% = total).	Summons Chrom via warp magic to pair up and attack. Chrom slashes the opponent upward into the air and then he and Robin relentlessly attack the opponent, with Chrom repeatedly slashing with Falchion, while Robin casts thunder and fire magic, including Bolganone. After they finish their barrage, they perform a final simultaneous strike that spikes the opponent flying far out of the arena and instantly KO'ing them, It also fully replenishes all of Robin's weapons.
Category:Characters
Category:Playable Characters
Category:Males
Category:Females
Category:Fire Emblem (series)
Category:Fire Emblem Characters
Category:Super Smash Bros. (series)
Category:Super Smash Bros. Characters