==Tomes==

- [1a] Basic Tomes information

- [1b] Tomes and basic attacks

- [2a] Thunder

- [2b] Nosferatu

- [2c] Arcfire

- [2d] Elwind

==Swords==

- [3a] Bronze Sword

- [3b] Levin Sword

==Advanced Techniques==

- [4a] Depleted Tomes (and Levin Sword)

- [4b] Nosferatu techniques

- [4c] Elwind Techniques

- [4d] Arcfire techniques

==Tomes==

[1a]: Basic Tomes information

Tome (B Move) names:

Neutral B: Thunder/Elthunder/Arcthunder/Thoron

Side B: Arcfire

Up B: Elwind

Down B: Nosferatu

Notes about all tomes:

Tomes (the B moves) have limited uses. Once you've used a Tome so many times, your character tosses it away behind them for about 7%~9% damage.

Once you've used them up you no longer have access to that Tome (which can cripple you) for a period of about 7 to 8 seconds.

You can't regain uses in a Tome, meaning your only option is to use your Tome up and wait for the cooldown. This can be particularly troublesome if you use up your Elwind tome which functions as your "Up B" recovery move.

Arcfire has 6* uses.

Nosferatu has 4 uses.

Elwind has 9* uses.

Thunder has 20** uses

* Arcfire and Elwind can be used at the end of a jab combo, which will cost (at least) one tome use and in the case of Elwind will drain a percentage of your total tome uses the longer you keep the attack up.

** Thunder has five versions, and each uses a different percentage of the tome. Throwing out a completely uncharged thunder (quickly tapping B twice) gets you 20 uses, everything else gets you a varied amount (the longer the charge, the larger the usage percent).

cont. You can use a later stage of Thunder (elthunder, arcthunder, thoron) even if you don't have enough charges for them as long as you have charges for them. This will still deplete the normal amount of uses which will result in a depleted Tome, but it effectively means you can use Thunder 19 times and Thoron+ once even though you technically only have enough "uses" for another Thunder. Keep that in mind as you read this.

[1b] Tomes and basic attacks

The neutral A combo is three hits, with the third hit using either Wind or Fire from your tome.

NOTE THAT THIS TAKES UP A TOME USE. If you do not have the tome required for the third hit, it will whiff and leave you open to attack. In some cases, attempting to use an wind finisher will result in an fire finisher instead if you have depleted all your Elwind tome uses.

The fire version creates a small explosion in front of you.

The wind version creates wind blades in front of you in melee radius that can be used repeatedly at the cost of more tome uses. When it finishes, it creates one final large wind blade that has some knockback to it and can KO at very high percentages.

The fire version is used either if you only tap "A" for the third jab or if you whiff (fail to hit the opponent), the wind version will come out only if your opponent is within range and if you hit the "A" button twice. It can then be held (like most barrage "A" attacks) at the cost of tome uses.

[2a] Thunder:

Thunder is a shot attack akin to Samus's charge shot. When used, it sends out a bolt of lightning that has certain traits and does a different amount of damage and knockback depending on the charging stage.

Charging it has a similar state to Lucario's Aura Sphere charge in that it can be used in the air and slows your falling speed. Performing a B reversal with this move after a forward diagonal jump (quickly tapping B and then the opposite direction) with forward momentum will be enough to bring you back to where you started the jump. In other words, you can use it for ambiguous movement or to fake out your opponent and in some rare situations you can use it to reverse your aerial movement to get you in a better position.

There are 4 stages of charging -- Thunder, Elthunder, Arcthunder, and Thoron in order, with Thoron being the fully charged version.

Every stage of charge has a visual indicator that will let you (and your opponent) know where it's at. For maximum mind-game potential, knowing exactly how long you need to charge for each stage of the attack is necessary.

Thunder:

Blue lightning above tome

Elthunder:

Lightning begins to turn Yellow

Arcthunder:

The lightning begins to turn violet

Thoron, of course, is when it's fully charged. Once fully charged, your character will stop charging and the tome in your hand will be surging with electricity.

The different stages do different amount of damage and knockback, come out at different speeds, and are just different altogether.

Due note that though you have to charge for a few seconds between each stage, that it doesn't matter HOW LONG you have charged the attack, it only matters what stage you're at. Damage and everything else is static and connected to the level of charge.

Thunder (stage 0):

- 3% damage

- 3 hits

- Comes out quickly

- Can be used ~20 times

Elthunder (stage 1):

- 9% damage

- 3 hits

- Slower than Thunder

- Final hit has a fair amount of knockback

- Can be used 7 times

Arcthunder (stage 2):

- 10% damage

- Starts out slowly but gains speed as it moves

- ~7 hits, can hit multiple opponents if they are close together

- Final hit has a large amount of knockback

- Can be used 4 times

Thoron (fully charged):

- 10% damage

- Moves very quickly

- ~5 hits

- Final hit has massive knockback

- Pierces enemies

- Can be overcharged by holding the B button after using it, increasing the damage to 15%~18% (maybe higher) depending on distance, doing more damage the further it travels, AND greatly increasing knockback.

- Can be used 3 times (2 if you use the overcharged version)

Using different stages of Thunder affects your use counter. While I listed static numbers of uses up above, those are only if you use exclusively those attacks. For example, if you use Thoron twice, you can use Thunder 4 more times instead of using Thoron once.

I won't go into the esoterics of how many uses out of the whole each stage takes, just know how many times you've used it and keep track of it.

[2b] Nosferatu

Nosferatu is an interesting move because it functions as a draining attack. It's essentially a grab, but with a slightly larger box and it can be used in the air.

It will deal 15% damage and heal you for 13% if every hit connects.

It's a good move to use if you're above 100% and can safely get close enough to an opponent to be in grabbing range.

[2c] Arcfire

Arcfire is an easy enough move to explain.

Robin sends a fireball from above her head downward at an angle. If it connects with anything like an opponent or the ground, it will spawn a small pillar of fire that lasts about a second and deals extra damage.

Hitting an opponent directly with it will deal 13 damage. An opponent caught in the pillar of fire but not hit with the initial attack will suffer less damage, of course.

The final hit of Arcfire has some knockback.

Be warned that it does have limited range, and the fireball will dissipate if it doesn't hit anything before it hits its max range.

[2d] Elwind

A simple enough recovery move. It shoots two blades of wind downward and propels you upward.

If used on the ground, it shoots the first blade on the ground and one blade in the air. If used in the air, you shoot both blades, effectively giving you a double jump.

The first wind blade shot will be at a slight angle behind where the player is facing, the second will always shoot straight down. This effectively propels you forward and makes it a more viable recovery move. The angle and trajectory can't be altered in any other way.

If used on the ground, the first blade does 7% damage and the second does 5% damage.

If used in the air, both blades do 5% damage.

Regardless of how and when it's used, using it afterwords will leave you vulnerable and unable to attack or dodge until you land or are attacked.

==Swords==

[3a] The Bronze Sword

Your basic attack, the bronze sword, is what you will use with any neutral attack, dash attack, or tilt attack. It won't deplete like your Tomes or the Levin Sword, so it's useful to know when to use a Levin attack and when to use a Bronze Sword attack.

If you do not have the Levin Sword available (see below), all sword attacks including smash attacks will be Bronze Sword.

[3b] The Levin Sword

The Levin sword is a more powerful version of your default bronze sword that appears and can be used under certain conditions.

A simple damage comparison:

- Air Down+A, a downward sword thrust normally does 7% damage. With the Levin Sword, it does 13% damage.

- Air Forward+A, a standard slashing attack, will do about 6% damage. With the Levin Sword equipped, it will do 11%.

Along with the increased damage, the Levin Sword also has increased range and will hit multiple times per strike as it shocks the opponent.

To use the Levin sword, do a smash attack input (a direction at the same time as the attack button). This goes for aerials as well. Simply tilting the control stick in a direction and attacking without the proper timing will result in a normal broadsword attack, and this is almost never optimal.

After using it, the Levin sword appears to last for ~5 seconds after being "equipped" before it fades out, and it has 8 uses/attacks. For this duration while it's out, even if you don't input your attacks as smash attacks they will be Levin Sword attacks, so if you intend to only use the bronze sword to save uses you need to learn the timing.

The Levin Sword, once used up, appears to have a cooldown of ~7 seconds, after which it will reappear in your hand on its own without needing to be "equipped" as before.

[4a] Depleted Tomes

While losing the usage of your B moves temporarily can be problematic at times, there are times when it is useful.

As stated above, thrown tomes do damage and knockback. They will KO almost every character from mid-screen at 100%, and they do a solid amount of damage.

When a tome (or the Levin Sword) is depleted, your character tosses it behind them at an angle (it's the same angle for every tome and the Levin Sword) meaning you can consistently catch it in several ways:

- A short-hop backwards at the right angle will let you grab your tome

- Rolling backwards and then moving slightly forward will let you catch your tome before it hits the ground

- If you're not being pressured, simply walking backwards a bit will put you in the right spot to catch a tome.

After the Tome bounces, it can no longer be caught so don't spaz out trying to grab it if you miss your opportunity.

It is also important to note that you can continue to whiff the Tome after you run out of uses (with the exception of Elwind because it launches you into the air) to delay Robin throwing the tome. This can potentially create a dangerous situation for the opponent, because as soon as you are interrupted Robin will toss the tome and cause damage and knockback which will interrupt their offense. Using this technique, you can trick some handsy opponents into rushing in for a grab after you use your last Arcfire or Nosferatu tome by whiffing it until they grab you, and the tossed tome will then do damage and force a grab-release. To make this even more effective, you can use Arcfire in the opposite direction or do a B-Reversal Nosferatu to change the angle of the Tome's toss.

Adding to the above, you can continue to whiff the special even once you generate another Tome, at which point you will start using a NEW Tome to use special attacks but you will still HAVE the old Tome ready to be tossed. This doesn't stack past two (one Tome ready to be tossed and one in hand) so it's pointless to spam Arcfire for a minute in the hopes that you'll toss a bucket of Tomes behind you, but it is an interesting property to take into account.

Another interesting property of tomes is that if they are thrown directly down when you are standing on the ground, they will bounce up into the air before disappearing.

In the spirit of mind games, Tomes can be used for more than just some extra damage/knockback once you're done with them. They can be used to make it more ambiguous to opponents (who aren't counting uses) whether or not you have the usage of a certain tome back or not, as holding a depleted tome in your hand doesn't prevent you from using your B attacks nor does it prevent you from throwing out another depleted tome even if you already are holding one.

If you're facing an opponent you can't catch with Arcfire or Nosferatu very well, it may indeed be more beneficial to you to simply whiff the attacks the requisite number of times and then catch the depleted tome to use as an offensive option.

Please be advised that tomes don't last forever. They'll disappear after 30 seconds. You also won't have access to your "A" attacks if you're holding a tome.

[4b] Nosferatu Techniques

Nosferatu is difficult to connect with, and acts as an ambiguous grab.

In defensive play, it can be useful to grab opponents out of shield. Its offensive uses are limited, however.

Canceling a forward short-hop into Nosferatu can result in a small amount of forward momentum being put into the attack before using it so you can gain ground on your opponent.

Nosferatu can also catch opponents out of certain attacks and most dashes, but will whiff if they roll or spot dodge it.

Nosferatu can also be used in the air, and slows the falling speed of both parties if it connects. It slows Robin during the startup frames of Nosferatu if whiffed, but is still dangerous to use in the air by itself.

Nosferatu is one of Robin's least safe moves, and if whiffed will leave you wide open for a brutal punish. If you can predict your opponent well, use it to your benefit, but do not use Nosferatu predictably unless you want to eat a smash attack or a destructive aerial.

As said above, sometimes your best option against a tricky opponent is to simply whiff Nosferatu four times and use the depleted tome as a better ranged option.

[4c] Elwind Techniques

Elwind is useful as a recovery tool in more ways than one. It can be used to great effect to prevent opponents from knocking you back into the air, smashing you, or grabbing you out of your recovery.

The knockback on Elwind is fantastic, and most opponents don't expect it. If blocked, it can become problematic. If it connects, however, it will typically launch the opponent far enough away that they won't be able to chase you down and it will give you time to land and reset to neutral game.

Elwind will also spike/meteor if you hit your opponent with it and they are directly below you (i.e., the top of their hitbox is touching Robin's hand as Elwind is sent out), so it's a very safe option to use on recovering opponents that you believe may attempt a counter-attack (or an actual counter, as Elwind will launch you upwards and evade most counters).

[4d] Arcfire Techniques

Arcfire is useful when used from the ground as a wall against approaching opponents or as a way to cancel certain projectiles, but many people misunderstand its potential.

From the starting position in a two player match, rolling forward into a forward short-hop and canceling that into Arcfire will hit Ness at the top of his hitbox. What I'm trying to illustrate with this is the range and angle of Arcfire when used from shorthop.

While a short-hop arcfire won't hit the ground, it will catch most opponents.

It is also worth noting that due to the starting position (above Robin's head) and angle of Arcfire, it will almost never be reflected back at you and is a safe projectile to use against characters like Fox.

It can also be used to great effect when edgeguarding.

As stated above in the Depleted Tomes section, you can continue to whiff Arcfire once you run out of uses. When you do this, you can also change the direction of the attack, so once you use your final arcfire you can whiff in the opposite direction of the opponent to toss the tome towards them.