Moveset Details

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Note: Both Jab finishers also consume Tome durability.

Tilts ​

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DACUS (Thanks to @Eekcast )

Smash Attacks

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F-Smash

(Bronze Sword)

F-Smash

(Levin Sword)

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D-Smash

(Bronze Sword)

D-Smash

(Levin Sword)

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U-Smash

(Bronze Sword)

U-Smash

(Levin Sword)

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Aerials

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Fair

(Bronze Sword)

Fair

(Levin Sword)

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Bair

(Bronze Sword)

Bair

(Levin Sword)

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Uair

(Bronze Sword)

Uair

(Levin Sword)

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Dair

(Bronze Sword)

Dair

(Levin Sword)

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Throws

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Spoiler: Hit

Spoiler: Whiff

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Special Moves & Custom Specials

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Thunder

The Charge works in a 'level' system, where you store the highest level you reached. You cannot 'micro-charge' your way to the next level, extra charge is lost.

Thunder:

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Elthunder:

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Arcthunder:

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Thoron:

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Spoiler: Thunder 2 Thunder+: Consumes around double the durability, but does extra damage and knockback, as well as travelling father distance. Takes longer to charge.



Damage values:

Thunder+: 5%

Elthunder+: 11%

Arcthunder+: 13%

Thoron+: 17% or 31%!



Thoron+ (like Thoron) does additonal damage if you hold down B after casting it. This turns Thoron+ into a mega-death laser that does 31% and kills obscenely early.



Neither of the other levels of spell are particularly good in their + versions.

Spoiler: Speed Thunder Speed Thunder: Fast-charging version of thunder. Travels farther and faster, but deals less damage. Good for zoning and quick pokes. Useful against campy characters for the fast charge on Thoron.



Damage Values:

Thunder3: 2%

Elthunder3: 5%

Arcthunder3: 7%

Thoron3: 10%

Arcfire

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Spoiler: Arcfire+ Arcfire+: 10% damage. Casts about the same speed as Arcfire1, but shoots on a very horizontal angle (~30 degrees). Has a larger explosion hitbox, but still not a kill move.

Spoiler: Fire Wall Fire Wall: 6-7%. Turns Arcfire into a near-vertical Fireball that travels very fast, and does not burn. It lingers where it hits, and can get up to 2 hits if you hit it in JUST the right spot. On the ground, this hits basically directly in front of Robin's feet. In the air, shoots diagonally downwards at a steep angle. (~70 degrees) Decent knock-back, but won't be killing anyone until 300.



Very, very powerful zoning tool in some matchups. Very fast, and you can follow behind it pretty safely. Probably Robin's best zoning tool.



Additional Note: Fire Wall lingers long enough to reflect Dedede's Gordos. It's really amazing.

Nosferatu

Nosferatu:

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Spoiler: "Distant Nosferatu" Distant Nosferatu: 11 damage, 6 healing (front). 11 damage, 7 healing (back). NosferaTwo trades a big buff in range for damage. You can grab from almost double the range, though it gains a dead-zone in the original grab space. It also has double the start-up time.

Spoiler: Goetia Goetia: 20 damage, 0 healing. NosferaThree ditches the healing aspect of the move entirely, but gains a huge buff in range and damage. The grab-box is about double the size of the normal move, and has a wind-box that pulls nearby opponents into it during its start-up period. However, the start-up is very bad, and can easily be reacted to.

Elwind

Elwind:

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Spoiler: Soaring Elwind Soaring Elwind: 4% (first), 5% (second). Shoots two blasts downwards, like Elwind1, but has a noticeable delay between the first and second. The trick is that the second one goes significantly higher than normal (About 1.5 times higher, eyeballing it). Drawback is that you have almost no horizontal movement during the cast, and cannot start to fall horizontally until you reach the Apex (think like Wolf's UpB in Brawl).

Spoiler: Gliding Elwind Gliding Elwind: 4% (first), 3% (second). Shoots one blast diagonally downwards behind him, giving him a large boost forward on about a 30 degree angle, followed by a short vertical second hop.



Advanced: Elwind3 Slide



If you're playing on a sloped stage like YI:B, you can Elwind3 INTO the slope, and your momentum will carry, sliding you up to as far as the middle of the stage! You can shield fairly quickly, but not instantly.

Additional Note: Elwind has a meteor hitbox on Robin's hand during the first wind-slash! Get right above (or next to, in Elwind3's case) your opponent and let it rip!



[collapse="Video Demonstration of Elwind Meteor"]

[collapse="Video Demonstration of Elwind Meteor"]

Intangibles

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forward roll:

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invincibility ends on frame 23



back roll:

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invincibility ends on frame 26



spotdodge:

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invincibility begins on frame 3

invincibility ends on frame 18



airdodge:

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invincibility begin on frame 3

invincibility ends on frame 29



airdodge landing lag:

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Tome/Levin Sword Durability & Regeneration Mechanics

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Durability is consumed regardless of whether the move hits or misses, for both the Levin Sword & Tomes.



Dying will have you re-spawn with all of your tomes and the Levin Sword at FULL DURABILITY (regardless of if they were broken or not before you died)

Durability Counts (# of casts before it breaks)

Regeneration Timer:

Levin Sword

Levin Sword: Regenerates on frame 485 (8.09 seconds)

Moveset Overview Video





@NinjaLink also made a video overviewing some of the mechanics discussed in this guide:



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: 3%. Quick upwards sword slash. Surprisingly good range.hits on frame 4does 3%shield on frame 383%. Quick downwards slash, similar range.hits on frame 23 (19 frames after jab 1)does 3%shield on frame 60: 5%. Hold A after Jab 2 or just press it once to get the Fire finisher. Small explosion in front of Robin, with decent knockback.hits on frame 48 (25 frames after jab 2)does 5%interestingly, the hitbox comes out before the explosionshield on frame 85: 5-8%, depending on how many of the 'blades' hit. Decent knock-back, killing around the same time as Fire, but very easy to pop out of the finishing blow when it would actually be relevant for a kill-blow. Once you get the 'vortex' going, you can hold the button to have the blades continue, release it to get the final hit. Use at low to mid percents, use Fire for the kill, due to being able to DI out of Wind's final hit.multijab:first hit on frame 45 (22 frames after jab 2)/8 frames between each hiteach hit does 1%/last hit does 3%shield on frame 54 (after last hit)Fire counts exactly the same as Elfire, so 6 casts to break.Wind seems to be about 8 casts. I found out that you can hold 'A' once the vortex starts and the blades will continue until you either release the button, or it breaks. It takes about 18.5 seconds of holding the button down for Wind to break as a result of the vortex.7% damage. Quick forward slash, angled slightly downwards (so not a straight stab). Reasonably fast start-up and recovery. Hits enemy horizontally, but has awful knockback. Good enough to get them away, but certainly not a killing tool.hits on frame 9does 8%shield on frame 406% damage. Extremely fast stab at Robin's feet. Short range, but has absurdly fast start-up and almost no recovery. You can spam this move, and shield nearly immediately. Almost guaranteed to be safe, I think. Knocks down and away, but has almost no knockback. Will eventually cause hard knockdown around 150, they have to tech at that point.hits on frame 7does 6%shield on frame 296% damage. Fast upwards swipe. Has almost no horizontal hitbox, so this is basically reserved for an anti-air and landing trap. Reasonably fast recovery. Not a kill move.hits on frame 6does 6%shield on frame 43Short-ranged stab close to his body. Awful recovery, doesn't kill until fairly late. Not a good option.dash attack:hits on frame 9does 10%shield on frame 60Short stab in front of Robin, pretty close range punish. Does 9%. Kills around 175.Same thing, possibly slightly more range. Does 16%. Uncharged, kills around 130 pre-hit. Not horrible recovery, but is probably not safe.hits on frame 16does 16%shield on frame 74Overhead slash directly in front of Robin. Does 8%. Kills around 150 maybe.Same Slash, does 15%. Levin Sword adds a Shockwave that extends from the sword forwards and backwards (like Dedede's Up-B landing) that does 8% with less KB. Main hit (both sides) kills around 110, probably will be one of his more reliable kill moves.hits on frame 17does 16%shield on frame 799% damage. Upwards slash. Basically no horizontal hitbox, awful KB.15% damage (tip). 10 damage for side hitboxes. Same thing, better horizontal hitbox. The tip hitbox is very strong, kills around 110 as well. Launchers not very strong.hits on frame 13does 16%shield on frame 707% damage on either hit. Relatively fast double slash in an 'infinity' symbol motion. Not particularly good reach in either direction. Not an approach tool, but fairly safe to retreat, or just kinda float it out there. Almost no kill potential. Short-hopping it has a nice auto-cancel window if you don't fast-fall, but has some landing recovery if you do.hits on frame 9interestingly, the hitbox comes out before the "hit splash" graphical effect doesdoes 7%shield on frame 21 (after landing lag)low kill potentialhits on frame 23does 7%shield on frame 21 (after landing lag)low kill potential6% damage. Slight delay before a forwards-facing Scoop slash. Kills around 190-200. Similar to nair, has a solid auto-cancel if you don't fastfall, bad recovery otherwise. Likely able to follow-up with another fair at mid-percents.11% damage. Same animation. Kills around 140.hits on frame 12does 11%shield on frame 21 (after landing lag)medium-low kill potential9% damage. Leans back for a fast slash with solid reach, angled slightly downwards. Kills quite late, around 180.15% damage. Same animation. Kills at like 110. This is probably Robin's second best aerial, behind Uair. Same AC style as all his other aerials.hits on frame 10does 15%shield on frame 22 (after landing lag)I believe frame 16 is bair's latest hitboxdoes 5%shield on frame 6 (after landing lag)7% damage. Upwards crescent slash, similar to Marth's. Kills around 155. Same AC window as Nair and Fair.13% damage. Same animation, better reach. Kills around 110. Godlike aerial. Seriously godlike.hits on frame 10does 13%shield on frame 19 (after landing lag)I believe frame 22 is uair's latest hitboxdoes 5%shield on frame 6 (after landing lag)7% damage. Downwards one-handed slash below and slightly in front of Robin. Hits sideways, pretty useless. Hitbox is only at the bottom, not on the actual swing.12% (side), 10% (bottom). Has a Horizontal hitbox with the Levin Sword, still hits sideways with crappy KB, but at least has some damage. Downwards hitbox ground-bounces, but has too much recovery to follow up on.hits on frame 13does 10%shield on frame 29 (after landing lag)Puts opponent in a magical bind. Pummel () zaps them for 3%, fairly slowly. Pretty short-range standing grab. Dash-grab has better range, but more recovery. Solid pivot grab range, larger than both standing and dashing.standing grab:hits on frame 9variable damageno shield (shield on frame 41 on whiff)dash grab:hits on frame 8variable damageno shield (shield on frame 51 on whiff)pivot grab:hits on frame 9variable damageno shield (shield on frame 48 on whiff)8%. Throws opponent forwards. Very very poor KB growth, sends almost nowhere even at 300%. Sends just far enough to prevent follow-up. Might be able to get a follow-up with Thoron, but can likely jump out of it. Does cause a Jump/Airdodge trap with any Thunder spell or Arcfire.11%. Leaves opponent above and behind Robin a solid distance away. Does not allow follow-ups unless off of a wallbounce. Kills around 135, and is reliable near the ledge. It's no Ness B-throw, but it's an option. You should probably be killing them with D-throw Uair at 90ish if you can find the grab, but B-throw will be close to killing when D-throw Uair stops working.6%. Slams opponent into ground, bouncing them vertically. Does not kill. Robin can act very quickly out of this throw, allowing for guaranteed follow-ups at basically all stages of the game. At around 0% most characters can safely jump out, but Robin has the following follow-ups at other percents:15-40ish: Jab, U-tilt40-65ish: U-tilt85-120% (Varies by character weight: Uair for a kill. CHECKMATE.9%. Tosses vertically. No kill power either. No follow-ups. Really only used to throw opponents upwards into thrown items, or to get your partner out of having grabbed them in doubles.Charges Thunder tome. Can be charged in the air, canceled with Air-dodge. Can also be B-reversed. Can be canceled almost instantly. On the ground, can cancel charge with a roll, shield, or grab. Has multiple release levels: Thunder, Eltthunder, Arcthunder, Thoron. Can tell how charged it is based on how violent the sparks are.4.5%. Reaches from the center of BF to the edge of the floating platform. Travels fairly fast, but no KB to speak of. Used as a brief interruption tool.(longest distance shown)can fire as early as frame 9/hits as early as frame 21does 3% (unaffected by distance)shield on frame 40 (after firing)10.5% damage. About 0.75 seconds charge gets to Elthunder. Elthunder travels a bit slower, but farther. Goes from far edge to far edge of BF's floating plats. Kills surprisingly early, especially on a hit offstage.(longest distance shown)charges in 39 frames/hits as early as frame 50does 9%shield on frame 35 (after firing)10% damage. About 2.5 seconds gets Arcthunder, signified by black sparks. Travels the same distance as Elthunder. Starts moving slowly, but picks up speed as it travels. Kills around 120, can kill quite early if it hits near the edge of the stage or off-stage. Can be followed up by damn near anything. Consistent choices are Grab, Nosferatu, or an aerial. Can confirm into Smash attacks at some distances.(longest distance shown)charges in 109 frames/hits as early as frame 120first hit does 4% (range dependent)/second hit does 1%/third hit does 1%/fourth hit does 1%/fifth hit does 1%/sixth hit does 1%/seventh hit does 1%/10% totalshield on frame 46 (after firing)10% (or 18%). About 3.5-4 seconds for Thoron, only when it hits full charge and he goes back to neutral stance. Shoots a fast-moving horizontal bolt that doesn't seem to dissipate. Kills around 120.Thoron seems to do additonal damage if you hold down B after casting it. It adds a little bit of extra recovery animation, but isworth it.The best I can describe it is that it turns Thoron into a channeled beam, where holding the button after casting it deals additional damage if the extra hits connect. The beam is also affected by gravity, so casting it while rising or falling will have it remain level with Robin.Unknown maximum distancecharges in 169 frames/hits as early as frame 189Shield on frame 44 (after firing)6-13%. The damage you get out of this depends largely on where on your opponent it bursts, as it lingers like PK Fire does. The hitbox widens as it burns, and it ignites as long as it contacts a solid object, including the stage. The burn is long enough that you can definitely follow it up, but many characters can SDI out and fall to the ground without too much trouble. To compensate, the start-up is fairly long, so missing will leave you vulnerable. If you use it on the way up from a jump, it will dissipate before it hits the ground, and thus won't ignite. Use while falling, mostly, or at stuff above you.first hit on frame 19/second on frame 27/third on frame 36/fourth on frame 38/fifth on frame 46/sixth on frame 54/seventh on frame 62/eighth hit on frame 67does 2%/1%/1%/1%/1%/1%/4%/12% totalshield on frame 65The last hit of Elfire has a slightly larger hitbox than the others.Hits on frame 87. Perhaps Elfire lasts longer if it whiffs?Robin creates a dark vortex in front of him. If the vortex hits the opponent, Robin hovers next to them and leeches life from them while they are stuck in a 'pain animation'. He also heals based on the amount of damage he does, healing additional damage if he hits them from the back.Nosferatu is a grab, and thus can't be shielded. As such, it can be mashed out of to reduce the damage taken. It also triggers the 'grab cooldown window', so you cannot D-throw Nosferatu someone. It can be used while airborne, and has a generous vertical catch-box. This will be the basis of a lot of Robin's platform traps.All damage numbers listed are with no mashing by the CPU.15 damage, 13 healing (front). 15 damage, 16 healing (back). The Vortex spawns right in front of Robin, fairly quickly.[collapse="Data"]hits on frame 16variable damageno shield (shield on frame 57 if whiffed)Elwind is Robin's recovery tool. He shoots two wind-blasts below him, propelling him upwards along with it.7%, 5%. Total of 12% if you hit both blasts. Shoots both blasts below, first giving a slight hop, second giving a large one. Takes you from the middle of BF to just slightly above the top platform.hits on frame 8/second hit on frame 28does 7%/5% (range dependant)enter helpless on frame 84low raw kill potential, but can meteor opponents leading to consistent kills around 65.Robin's Levin Sword, and every individual tome has it's own independently tracked durability. Durability is a finite count, not a passively regenerating meter. When the durability runs low, you will be able to see the tome flashing in Robin's hand, indicating that it is about to break. The tome must break completely before it can begin re-charging, at which point it undergoes a 'respawn timer'. After the timer elapses, the tome reappears in his hands, indicated by a visible flash of light, regardless of what Robin is doing at the time.Once the Sword/Tome breaks, it is forcibly 'ejected' from his inventory and falls to the ground. It pops slightly upwards at first, and during this time, you can grab the item and throw it! Additionally, the items have a hitbox on the way down! (That will hit opponents, but not you) All tomes do the same amount of damage (14-19%, regular vs. Smash-throw), while the Levin Sword does 12%. Amusingly, they are actually pretty powerful when thrown, and can kill around 150-160!Attempting to use a currently broken tome results in Robin doing the same casting animation, but only getting a small puff of smoke that does nothing, indicating that the tome is still broken. In the case of the Levin sword, he will simply do the Bronze Sword version of the move.Arcfire: 6 (Flashing at 5).Elwind: 9 (Flashing at 7)Nosferatu: 4 (Flashing at 3)Elwind Note: 9 is for a FULL cast of the move. If you get hit or cancel the cast by some other means, you'll only shoot 1 wind-slash. In this case, it has 18 uses. I just listed 9 as that's the common 'effective' number of times you can cast it.Thunder is a special case. The Tome itself has a 'total durability' that is shared among all versions of the cast. Tomes begin flashing when they pass 75% of their total durability.Thunder: 20 (Flashing at 15) = 5% per useElthunder: 7 (Flashing at 5) = 15% per useArcthunder: 4 (Flashing at 3) = 25% per useThoron: 3 (Flashing at 2) = 40% per use(Thanks to isoZero for correcting my initial guesses)Thunder2: 10 (Flashing at 8) = 10% per useElthunder2: 4 (Flashing at 3) = 25% per useArcthunder2: 3 (Flashing at 2) = 40% per use (testing by 1 Arcthunder + 6 Thunder)Thoron2: 1 = 100%. You use this, it breaks.Speed Thunder: Identical to Thunder.The numbers listed are for using the 'individual version' the entire time. However, as an example, you can also do 3 Arcthunders (25 * 3 = 75) and 5 Thunders (5 * 5 = 25) before the tome breaks.Thunder tome:tome regenerates in 615 frames (10.25 seconds)Fire tome:tome regenerates in 660 frames (11 seconds)Nosferatu tome:tome regenerates in 2352 frames (39.2 seconds)Wind tome:tome regenerates on frame 408 (6.8 seconds)Landing from helpless:shield on frame 29You get exactly 8 swings of any Levin Sword move, starts the warning Flash at 6.In other words, go ham with the Levin Sword, and do not worry about conserving it. You will almost always have it, and it's not down long enough to matter, really.