Super Smash Bros. Ultimate

Robin (SSBU)

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This article is about Robin's appearance inSuper Smash Bros. Ultimate. For the character in other contexts, seeRobin.
Robin
inSuper Smash Bros. Ultimate
Robin SSBU.png
Robin-Alt1 SSBU.png

FireEmblemSymbol.svg
UniverseFire Emblem
Other playable appearanceinSSB4


AvailabilityUnlockable
Final SmashPair Up
TierC- (67)
Robin (SSBU)

Robin (ルフレ,Reflet) is a playable character inSuper Smash Bros. Ultimate. He was officially revealed on June 12th, 2018 alongsideLucina and the rest of the returning roster. As in the previous game, both male and female versions of Robin are playable, although the male Robin is showcased in promotional material and used as the default palette swap for the character. Robin is classified asFighter #56.

The voice actors for male and female Robin reprise their roles in English (David Vincent andLauren Landa) and in Japanese (Yoshimasa Hosoya andMiyuki Sawashiro), with their portrayals fromSuper Smash Bros. 4 being repurposed for their respective editions ofUltimate.

Robin is ranked 67th out of 82 on the currenttier list, placing him towards the center of the C- tier. This is a noticeable drop from his 37th/38th out of 54 placement inSSB4, where he was tied withSamus. Robin plays as a zoner with access to a variety of useful projectiles inThunder andArcfire, the latter allowing him to set up punishes or ledge traps. He has a unique mechanic in the form of durability, which turns his tomes and Levin Sword intoitems that can be thrown after sufficient use, which allows for creative item play. His Levin Sword has limited durability but strong power and shield safety for its speed; when combined with his projectiles, this allows him to do highly damaging conversions from one opening. Finally, he has a far-reaching recovery withElwind, and a niche healingcommand grab inNosferatu, whichheals for substantially more based on how damaged he is compared to his victim.

However, Robin has notable flaws. His durability mechanic is the most glaring: it forces downtime into his gameplay cycle and removes essential tools from his kit when he has no uses. Outside of his decent aerial mobility, his general speed is one of the worst in the game. Additionally, all his projectiles outside of Thoron are canceled out against other hitboxes, while his disjointed range is very short for a swordfighter, especially with the Bronze Sword, which makes trading blows very unfavorable. Combined, these make it difficult for him to start aggressiveapproaches and makes him vulnerable to rushdowns. Robin's defensive game is lacking as he has almost noout of shield options outside ofZ-dropping used items (which requires him to deplete tools), while his grab is only average in speed and range, with his throws having only serviceable use. Finally, his recovery does not provide any protection from above, and the aforementioned durability mechanic can cause him to lose access to it.

Overall, Robin is a mid-range, keep-away zoner that has potential to perform short, high-damage combos with his projectiles and items. However, his durability mechanic, limited range and poor defensive options make it hard for him to mount an offense. His representation in competitive play has been low throughout the lifespan ofUltimate, though he has a few dedicated players to his name, such asLeaf andmorrocoYo.

How to unlock[edit]

Complete one of the following:

Robin must then be defeated onCastle Siege (theΩ form is used in World of Light).

Attributes[edit]

Robin is a tall, middleweight character who has very low ground mobility. Robin’s dashing speed is the second slowest in the game, and his walking speed is very slow. While his dashing speed is below average, Robin still has an average initial dash distance, which allows him to rely onFox-trotting as a quicker ground movement option. Outside of these attributes, Robin's other traits are typical of a middleweight; his air speed, traction, falling speed, and gravity are all average. However, Robin's air acceleration is above average. As a result of these attributes, Robin has difficulty chasing foes and fleeing from them at the same time, though his oddly decent aerial mobility compensates this to a degree.

Robin's tomes provide a myriad of spacing, pressuring, and additional damaging capabilities. Both theThunder andFire tomes can disrupt opponents, rack up damage, and open up windows to chain attacks together.Thunder and the slightly stronger Elthunder peppers at mid-range or shorter, while Arcthunder travels for longer and has trapping capabilities for pressure, combos and set-ups, and Thoron pierces through opponents and deals considerable knockback.Arcfire produces a trapping, multiple hitting pillar of flame that is instrumental for approaching or disruptingapproaches, pressuring, and chaining together attacks. In addition to the Fire tome, Robin's neutral attack involves theWind tome: the former tome generates a singular explosion of fire magic that deals strong diagonal knockback, while the latter tome generates a neutral infinite consisting of wind magic that deals high damage and concludes with a blast of wind magic that deals strong vertical knockback.Elwind provides respectable vertical recovery and its first hit can be used to punish aerial and post-recovery opponents by spiking them at point-blank with the first hit. Lastly,Nosferatu is a self-healing move which heals Robin, especially if cast from behind and while having a higher damage percentage than his opponent, while it also cannot be shielded due to functioning like a grab. However, it is tricky to use, as the opponent must be at almost point-blank range to land it, although Arcthunder's trapping ability can help Robin land it easier, and it grants full-bodyintangibility.

Aside from using tomes, Robin's Levin Sword is a potent weapon in its own right. It is a powerful, fairly long-ranged, and electrically-charged sword that functions as a terrific offensive tool due to its excellent pressure capabilities, its impressive combo potential and its high KO power. Robin whips this out for his smash and directional aerial attacks when a smash input is inputted, and for neutral aerial when the Levin Sword is already in use. It can be swung eight times before it breaks. Robin's down smash with the Levin Sword has good ledge trapping potential, as it can hit hanging opponents and the electric shockwaves cover both sides of Robin. Despite being vastly inferior to the Levin Sword in regards to KO potential, the Bronze Sword has combo potential due to its weaker knockback. His neutral aerial covers both front and back sides successively, which can be useful for spacing in the air, and is his most effectiveout of shield option. His down tilt can keep away grounded opponents in front of him.

Once Robin's tomes are depleted and the Levin Sword is broken, they can act as throwable items that deal immense damage, shieldstun and knockback. Properly managing Robin's discarded weapons is crucial for optimal play, as the opportunities they can potentially grant are significant. Outside of his magic and sword attacks, Robin has two useful throws: back throw is a viable KOing option near the edge that can combo into Thoron to get early K.Os, while down throw is a reliable combo starter.

However, as previously stated, Robin suffers from numerous weaknesses, such as being the second slowest runner in the game. Furthermore, Robin lacks defensive options and has trouble brushing off opponents, especially those who are directly beneath, making Robin susceptible to rush-downs and juggles. Robin’s tilts generally have short range, making it difficult for Robin to fight at mid-range outside of the use of tomes. Many moves, specifically smash attacks and special attacks, have significant ending lag, which leaves Robin wide open for punishment proceeding his execution. His forward smash, though extremely strong, has a very limited range, sometimes completely missing fighters when said fighters crouch, and is also extremely laggy. Down smash is a strong move with a great range, however the range has limited success as the farthest part of the range is also one of the weakest parts. Up smash is a strong move with considerably less endlag compared to his other smash attacks, however it has mediocre range, and even worse range while using the Bronze Sword, whereas Robin is unable to even hit fighters standing next to him.

Lastly, Robin's durability mechanic can severely weaken Robin once he starts to lose the tomes or the Levin Sword. Losing the Levin Sword gives him pathetic K.O. power despite the Bronze Sword's respectable combo game. LosingThunder removes one of his only zoning options, as well as losing combo potential. Losing Arcfire costs Robin damage output and even more combo potential. Losing Nosferatu makes Robin's survivability weaker, especially with his average weight. Losing Elwind is the worst case for Robin, as hisdouble jump is merely average, leaving Robin effectively helpless while recovering should he be launched too far offstage without Elwind available.

Overall, Robin is a tactically-based character with varied spacing, damage-accumulating and KO options that must be used wisely and opportunely. At the same time, the lack of mobile and defensive options leave Robin vulnerable to pressure and combos. With this, Robin players must keep track of his weapons' durability, intelligently respond to their opponents, and take precise offensive action for success in battle.

Changes fromSuper Smash Bros. 4[edit]

Robin has been given a mix of buffs and nerfs in the transition toUltimate, with both buffs and nerfs being of equal weight. While he benefits from a considerably improved advantage, the faster pace ofUltimate and the miscellaneous nerfs to some of his tools make it more difficult to capitalize on this. Collectively, it is hard to determine whether Robin was buffed or nerfed overall.

Several of Robin's attacks have reduced lag or increased KO power, while most of his formerly situational attacks are more effective due to altered hitboxes:up tilt now has grounded hitboxes, andup smash has much better horizontal reach above Robin, significantly improving their reliability.Neutral aerial can now use the Levin Sword, giving it much better utility and better edgeguarding capabilities. Robin'sneutral attack, a staple in hisneutral game, also fares significantly better due to several improvements with its consistency; the Elwind infinite connects significantly better, and the Arcfire finisher transitions earlier while using half the durability it used to inSSB4.

Robin's special moves have been heavily revamped. With the exception of the uncharged version, all versions ofThunder hit much harder and now function as effective KO moves, especially Thoron; the move can now also becharge-canceled by jumping.Arcfire is much harder to escape from and travels much farther, making it even more effective for combo initiating.Elwind can have its trajectory significantly altered and grants more distance, recharges faster, and pushes opponents if the wind blades hit the ground. Finally,Nosferatu has slightly more range, heals and deals damage at a faster rate; while it has fewer uses, this also allows it to generate a used tome much faster.

However, Robin's nerfs are also notable. The biggest change is to the Levin Sword, which Robin no longer starts with at the start of the match, forcing several seconds of downtime before the Levin Sword is usable. Robin's most effective tools have also been nerfed: Arcthunder's significantly lower looping duration now prevents followups unless initiated at a distance, Elwind has fewer uses, and down throw has increased knockback, reducing the percent range in which combos (such as the "Checkmate", a down throw to up aerial) can be performed. Arcfire's fire pillar now possesses a hitbox that can cancel other moves; while this allows it to cancel other projectiles and gives it use at counterzoning, the fact it can be canceled by any other hitbox makes it less reliable for ledge-trapping under some circumstances.

Universal changes to gameplay mechanics are a mixed bag for Robin, but have hurt him overall. The universal reduction tolanding lag now creates safer landing options (especially with the Levin Sword's high shieldstun), and the streamlined jumpsquats allows Robin to take advantage of his extremely powerful aerials faster. The changes toair dodges now makes it easier for Robin to pressure the opponent through his powerful projectiles and sword attacks, and the introduction of directional air dodges gives Robin an emergency recovery option if he lacks Elwind. However, Robin is significantly harmed by the universal increases to mobility; despite sporting faster mobility like the rest of the cast, Robin's own mobility hasn't seen an improvement notable enough to allow him to catch up to other characters, still being one of the slowest characters in terms of grounded mobility unless he resorts to fox-trotting. As a result of this, and other veterans' faster movement, it is now easier to overwhelm Robin, while his tools don't allow him with some form of dealing with pressure.

Overall, Robin's playstyle, while essentially left unchanged fromSSB4, has nonetheless been improved, allowing him to play to his strengths with more ease, and many of his worst issues have been patched up. However, his worsened down throw combos have removed his previously guaranteed KO setup, forcing Robin to find other setup methods to KO the opponent, though thanks to Arcfire's utility, this isn't as big of an issue. That being said, Robin still possesses some of his former flaws, such as problems with escaping pressure, a few awkward hitboxes, and mediocre grounded mobility. The latter issue is especially prevalent due to the faster pace ofUltimate, which brings the extent of many of Robin's buffs into question; the game's engine now prioritizes faster, more aggressive playstyles, and the prevalence of fast characters has caused Robin's powerful neutral game and disadvantage state to be worse than before. In bulk, Robin's changes have not significantly improved his standing, instead performing worse relative to the cast inUltimate than inSSB4.

Aesthetics[edit]

  • Change As with allveterans returning fromSSB4, Robin's model features a more subdued color scheme. Both genders have hair that is more stylized, with slightly more hair detail and a less reflective texture. Their eyes also appear sharper.
  • Change The player can now see how many uses Robin's Levin Sword and each Tome has located above their icon on thedamage meter, akin toInkling'sink gauge andHero'sMP Gauge.
  • Change Several of Robin's alternate costumes have different hair colors that no longer match the color of Robin's coat. For example, male Robin's green costume now has light brown hair and female Robin's red costume has blonde hair. These typically reference otherFire Emblem characters rather than just Robin's own customization options.
  • Change Robin shares a newvictory theme withLucina andChrom that is based off "Id (Purpose)" fromFire Emblem Awakening.
  • Change The trail effects for both of Robin's swords are much more opaque, with the trails for the Bronze Sword also being recolored from blue to green.
  • Change The particle effects of Robin regaining tomes and the Levin Sword are more opaque, making it much easier to tell when the weapon in question has recharged.
  • Change Robin'svictory poses have been altered:
    • Change The left-inputted victory pose now causes flames to swirl from both hands.
    • Change The up-inputted victory pose no longer generates a sword trail.
    • Change The right-inputted victory pose has Chrom properly loop during the post-victory animation, although he no longer blinks and always keeps his eyes open.
  • Change The Bronze Sword is no longer present in Robin's clapping animation.
  • ChangePalutena's Guidance conversation for Robin has been changed, presumably due to Chrom being upgraded to a playable character.

Attributes[edit]

  • Buff Like all characters, Robin'sjumpsquat animation takes three frames to complete (down from 7).
  • Buff Robinruns faster (1.15 → 1.265) going from the slowest inSSB4 to the second-slowest inUltimate.
    • Buff Robin's initialdash is much faster (1.5 → 1.815).
  • Buff Robin'sair speed is slightly faster (1 → 1.05).
  • Buff Robin'straction is higher (0.055 → 0.105).
  • Nerf Robin no longer starts the match with the Levin Sword, and instead has to wait for it to appear. This only occurs on Robin's first stock, as subsequent stocks start with it.
  • Change The particle effect of Robin regaining tomes and the Levin Sword are more opaque, making it much easier to tell when the weapon in question has recharged.
  • Change The Levin Sword is no longer put away automatically after going unused for 8 seconds.
  • Buff The duration ofitem throws have been standardized inUltimate. Robin benefits from this, with the endlag for every throw being reduced (Forward: FAF 29 → 24, Back: 29 → 24, Up: 29 → 23, Down: 21 → 19, Dash: 39 → 29). This greatly improves the safety and combo potential of discarded tomes and swords when thrown.
  • Nerf The speed damage multiplier of discarded tomes and swords has been decreased (3.0 → 2.2), reducing their damage and KO potential.
  • Nerf Discarded tomes have significantly less base damage (8% → 3%) with knockback not compensated, greatly decreasing their KO potential.
    • Buff However, this also improves their combo potential.

Ground attacks[edit]

  • Neutral attack:
    • Nerf The first two hits of neutral attack have altered animations and hitboxes, reducing their horizontal range.
      • Change The first hit of neutral attack now functions as an anti-air but is also much easier to low profile.
    • Change The first two hits of neutral attack have reduced knockback and a lower launch angle, reducing their utility injab cancelling but allowing them tolock.
    • Nerf The first two hits of neutral attack are much less active, with the second hit having higher startup (frames 4-7 → 4-5 (hit 1), 4-8 → 5-6 (hit 2)).
    • Buff Neutral attack's fire finisher has a reduced cost, allowing for more uses before recharging (6 → 12).
    • Buff Neutral attack's fire finisher has less startup (frame 10 → 6), allowing it to connect more reliably.
      • Nerf its FAF is unchanged, effectively increasing its endlag.
    • Buff Neutral infinite has less startup lag (frame 9 → 4) and a faster rehit rate (frames between hits: 3 → 1).
    • Buff Neutral infinite and its finisher both have larger hitboxes that extend closer to the ground, giving it more range and allowing it to connect more reliably.
    • Buff Neutral infinite has a lower launch angle (80° →361°) with reduced knockback (14 base/30 scaling → 10/11) to keep opponents grounded, alongside lower hitlag (1 → 0.4) and SDI (0.8 → 0.6) multipliers. These changes allow it to connect much more reliably.
    • Nerf Neutral infinite's wind finisher has considerably higher endlag (FAF 41 → 48).
    • Nerf Neutral attack deals less damage (3%/3% → 2%/1.5% (hits 1-2), 1% → 0.9% (infinite)).
    • Change The wind and fire finishers both have altered, more opaque particle effects.
    • Change The infinite has gained ashieldstun multiplier of 3×. This allows it to lock opponents into their shields between each hit, and thus pressure them more effectively, but also allows them to cancel shieldstun and punish Robin more easily if they shield 10 hits or more.
  • Forward tilt:
    • Buff Forward tilt has higher base knockback (50 → 62).
    • Nerf Forward tilt's hitbox has been moved closer to Robin (Z-offset: 15u → 14u), slightly reducing its horizontal range and disjoint.
    • Nerf Forward tilt has an altered animation with Robin leaning into the attack more, further reducing its disjoint.
  • Up tilt:
    • Buff Up tilt has less ending lag (FAF 36 → 33).
    • Buff Up tilt has an altered animation, allowing it to hit much closer to the ground on both sides.
    • Buff Up tilt is active slightly longer (frames 6-13 → 6-14).
  • Down tilt:
    • Nerf Down tilt has an altered animation and hitbox setup, slightly reducing its range.
  • Dash attack:
    • Buff Dash attack has significantly less ending lag (FAF 50 → 42).
  • Smash attacks:
    • Change If a smash attack uses the last charge of the Levin Sword, the discard is now dropped shortly before the move's FAF instead of when the animation ends.
    • Buff Smash attacks while the Levin Sword is depleted grant a slightly larger recharge boost (20 frames → 24).
  • Forward smash:
    • Buff The clean hit of Levin Sword's forward smash deals more knockback (50 base/87 scaling → 53/90).
    • Buff The late hit with the Levin Sword deals much more damage (5% → 10%) with higher knockback scaling (70 → 80). This significantly improves its KO potential to the point that it can now kill belowSudden Death percents, KOing middleweights at around 165% from the center ofFinal Destination.
    • Change Forward smash's launch direction is no longer based on which side of Robin the target is on, instead always launching in the direction Robin is facing.
  • Up smash:
    • Buff Up smash with the Levin Sword now has a different animation from the Bronze Sword. Robin's sword levitates out of his right hand and does a twirl while flying upwards, increasing its range and horizontal coverage.
    • Buff The clean hit of Levin Sword's up smash deals more knockback (45 base/84 scaling → 55/86).
    • Buff The late hit with the Levin Sword deals much more damage (5% → 10%) with higher knockback scaling (70 → 80), significantly improving its KO potential.
  • Down smash:
    • Buff The clean sparks (Levin Sword only) are now slightly larger (4.2u → 4.6u) and travel outwards, significantly increasing their range.
    • Buff The clean sparks now hit aerial opponents, greatly improving the move's utility in edge guarding and ledge trapping and allowing it to hit twice in certain situations.
    • Buff The clean sparks have less startup (frame 20 → 19), reducing the gap between the sword hit and sparks and slightly increasing the move's overall active frames.
    • Buff The late sparks deal more damage (8% → 10%) with higher knockback scaling (80 → 100), significantly improving their KO potential.

Aerial attacks[edit]

  • Buff All aerials have less landing lag (neutral: 18 → 11, forward: 18 → 11, back: 19 → 11, up: 18 → 11, down: 26 → 16).
  • Buff Smash input aerials while the Levin Sword is depleted grant a slightly larger recharge boost (20 frames → 24).
  • Change If an aerial uses the last charge of the Levin Sword, the discard is now dropped at the start of the aerial'sauto-cancel window instead of when the animation ends.
  • Neutral aerial:
    • Buff Neutral aerial has less startup (frame 9 → 7 (hit 1), 22 → 20 (hit 2)), with its total duration reduced as well (FAF 50 → 48).
    • Buff Robin can now use the Levin Sword for neutral aerial. Like other aerials with the Levin Sword, this gives it more range, increased damage (7% → 11.5%), a lingering late hit, and anelectric effect.
      • Buff Unlike other aerials with the Levin Sword, neutral aerial gains increased knockback scaling (55 → 64), giving it much greater KO potential compared to its Bronze Sword version than other aerials.
      • Nerf Neutral aerial with the Levin Sword uses durability as a result of the change, and Robin can no longer switch to the Bronze Sword while in midair if the Levin Sword is equipped.
      • Nerf Neutral aerial with the Levin Sword auto-cancels much later (frame 32 → 40) and cannot auto-cancel in a short hop.
      • Change The player can hold both the special move and attack buttons at the same time to switch to the Levin Sword while using neutral aerial. While not mentioned in-game, this only works if the player has the A+B Smash Attack control option enabled.
    • Nerf Neutral aerial deals marginally less damage with the Bronze Sword (7% → 6.9%).
    • Nerf The size of all hitboxes on neutral aerial with the Bronze Sword have been greatly decreased (5u → 3u), reducing its coverage.
    • Nerf Neutral aerial with the Bronze Sword is nowtranscendent, removing its ability to hit projectiles.
  • Forward aerial:
    • Nerf Forward aerial with the Levin sword auto-cancels one frame later (frame 27 → 28), reducing its safety and combo potential when used rising.
    • Change Forward aerial's launch direction is no longer based on which side of Robin the target is on, instead always launching in the direction Robin is facing.
  • Up aerial:
    • Nerf Up aerial with the Levin Sword auto-cancels one frame later (frame 27 → 28), reducing its safety and combo potential when used rising.
  • Down aerial:
    • Change Down aerial with the Levin Sword transitions from the early hit to the middle hit one frame later (frame 15 → 16), increasing the duration of the early hit while reducing the duration of the middle hit.
    • Change The middle hit of down aerial with the Levin Sword has an increased hitlag multiplier (1.0 → 1.5).

Throws and other attacks[edit]

  • Grab:
    • Change A halo-like indicator appears during Robin's grab, visualizing its range. This halo also appears when successfully grabbing an opponent.
    • Change The speed of Robin's throws are no longer weight-dependent.
    • NerfDash grab andpivot grab have more startup (frame 8 → 10 (dash), 9 → 11 (pivot)).
    • Buff Dash grab and pivot grab have less ending lag (FAF 50 → 48 (dash), 47 → 43 (pivot)).
    • Buff All grabs have had their hitboxes moved farther from Robin (Z-offset 2: 8.7u → 9.2u (standing), 10.7u → 11u (dash), 14.7u → 15.7u (pivot)), improving their horizontal range overall.
  • Pummel:
    • Nerf Pummel deals less damage (3% → 1.5%).
    • Nerf Pummel has a higher hitlag multiplier (1.0 → 1.9), increasing its overall hitlag despite its lowered damage.
    • Buff Pummel has a much shorter animation (FAF 32 → 7), significantly increasing its effectiveness at racking up damage despite its lowered damage and greater hitlag.
  • Forward throw:
    • Buff Forward throw deals more base knockback (82 → 95), allowing it to better set up for edgeguards.
  • Down throw:
    • Change Down throw deals more knockback (30 base/88 scaling → 50/108). Now it is capable of KOing below 200%, but it has less effective follow-up potential at mid percents and hinders the “checkmate” combo.

Special moves[edit]

  • Thunder:
    • Change Thunder charges appear as a shrinking circle, with each stage shrinking until resizing into the next stage with a different color. This makes it easier to tell what level Thunder is at.
      • Change Thunder charges are denoted by different colors: blue for Thunder, yellow for Elthunder, and purple for Arcthunder.
    • Buff Thunder charges much faster (Elthunder: frame 38 → 33, Arcthunder: frame 108 → 73, Thoron: frame 168 → 133).
    • Buff Thunder, Elthunder, and Arcthunder have less startup lag (frame 11 → 8).
    • Buff Thunder can becharge-canceled by jumping.
    • Change Charge-cancelling Thunder now has a brief animation, enablingCharge storage canceling but making defensive options out of it slower.
    • Buff Thunder deals more damage (4.5% → 5.5%).
    • Change Elthunder has a bright yellow color.
    • Buff Elthunder deals more damage (10.5% → 11%) with knockback not compensated, KOing earlier.
    • Buff Elthunder travels faster (2.5 → 2.8).
    • Nerf Elthunder has a lower duration (46 frames → 42).
    • Buff Arcthunder deals significantly more damage (10% → 23.6%).
      • Buff The final hit deals more drastically more damage (1% → 8%) with knockback not fully compensated (60 base/280 scaling → 85/85), improving its KO potential.
    • Buff The rehit rate of Arcthunder's vortex has been decreased (6 frames → 4), allowing it to lock in shield and granting itshield break confirms when combined with its increased damage.
    • Buff Arcthunder is extended below and above the projectile, allowing it to hit shorter characters more easily (Y offset : 0 → -0.7—0.7).
    • Buff Arcthunder's projectile is active for longer (59 frames → 72).
    • Nerf The duration of Arcthunder's vortex has been greatly reduced (34 frames → 17). The hitlag multiplier of the final hit has also been decreased (2 → 0.6), reducing its hitlag despite its higher damage. As a result, Robin can no longer act fast enough to follow up unless the move connects at a distance.
    • Buff Thoron has a lower launch angle (60° → 45°), significantly increasing its KO potential at ledge.
    • Change Thoron has much higher base knockback but much lower scaling (50 base/230 scaling → 75/191), further increasing its KO potential at ledge but reducing it at center stage.
    • Nerf Thoron comes out slower (frame 20 → 23).
    • Nerf Thoron cannot be held to make the beam longer, instead being as long as the previous held version by default. This means the move has more endlag overall since it cannot be tapped for less (FAF 62-71 → 74).
  • Arcfire:
    • Buff Arcfire's initial fireball has a longer duration (frames 17-50 → 17-76), traveling much further before expiring.
    • Buff Arcfire’s initial fireball now has a lower launch angle (100° → 115°) and uses set knockback, making it link more consistently.
    • Buff Arcfire's initial fireball is slightly bigger (1.6u → 1.8u).
    • Buff Arcfire deals more damage if all hits connect (10% → 15.1%).
    • Buff The hitbox of Arcfire's pillar now grows throughout the move's duration, making it much more difficult to escape.
    • Buff The looping hits of Arcfire’s pillar have reduced knockback (22 set knockback → 15), making it more difficult to escape.
    • Change Arcfire's pillar now has a hurtbox that can take 10% before causing it to explode. This allows it to absorb incredibly strong projectiles such as a fully chargedCharge Shot, but also causes it to get destroyed by strong getup attacks likeBowser's.
    • Nerf The pillar's launching hit has reduced knockback growth (115 → 110), slightly reducing its KO potential without a follow up.
    • Nerf Arcfire's pillar no longer activates when the initial fireball hits another hitbox.
  • Elwind:
    • Change Elwind projectiles are thicker and more opaque.
    • Buff Elwind's projectiles can be angled, letting Robin go twice in the same direction, improving horizontal recovery by making it less linear and less predictable. Additionally, the move has been sped up and can travel further horizontally.
    • Buff Elwind sends Robin much higher.
    • Buff Robin grabs ledges faster when using Elwind backwards (frame 52 → 39).
    • Buff Elwind's projectiles push opponents away when they hit the ground.
    • Nerf Elwind has fewer uses before needing to recharge (9 → 5).
    • Buff When using Elwind while depleted, Robin will gain a short upward boost upward, slightly improving the chance of a successful recovery.
      • Buff The short boost does not render Robin helpless, meaning he can follow up with a midair jump or directional air dodge.
    • Change A sourspot was added to the first active frame of the first blade, giving it much better coverage of Robin’s body but making it harder to spike with.
    • Buff The second blade now has an early hit that deals more damage (5% → 7%) with increased knockback growth (80 → 90), allowing it to KO much earlier.
  • Nosferatu:
    • Change Nosferatu is more opaque and has fewer particles, looking more like a dark whirlpool instead of a cloud of particles.
    • Buff Nosferatu has less ending lag (FAF 56 → 50).
    • Buff Nosferatu's release less ending lag (FAF 38 → 32), making it much safer on hit.
    • Buff Nosferatu's healing formula has been altered, allowing it to heal slightly more per hit.
    • Nerf Nosferatu's grab has a much shorter duration (155 frames → 80), causing it to heal much less overall when it fully connects.
    • Buff Nosferatu's air only hitbox has been extended towards Robin, allowing it to connect more reliably against aerial opponents.
    • Buff Nosferatu's hits now do more damage (0.8% → 2%), allowing Robin deal damage at a faster rate than before.
    • Buff Nosferatu's collateral hitbox is now significantly larger (3u → 8u), making it much more difficult to contest in free-for-alls and team battles.
    • Buff Nosferatu's rehit rate is now decreased based on the number of players (up to 6), allowing Robin to heal and deal damage faster in free-for-alls and team battles.
    • Buff Robin grabs ledge much earlier out of Nosferatu (frame 59 → 37), allowing it to be used at ledge without resulting in aself-destruct.
    • Nerf Nosferatu has fewer uses before needing to recharge (4 uses → 3).
      • Buff However, this allows Robin to expend its charges and use the book as a throwing item faster.
    • Buff Nosferatu recharges faster (40 seconds → 30).
  • Pair Up:
    • Buff The swing at the end ofChrom's dash now has a launcher, giving the move more range.
    • Buff The final hit deals more damage (14% → 18%).
    • Nerf The final hit has significantly lower knockback scaling (162 → 118), dealing slightly less knockback overall despite its increased damage.

Update history[edit]

Robin received a mix of buffs, nerfs and a single glitch fix via game updates, but was buffed slightly overall. Update 2.0.0 madeElwind safer for recovering by shortening its edge lockout time when it is used backwards. Update 3.0.0 decreased the shield damage outputs ofThunder, Elthunder andArcfire as part of a near-universal nerf to projectiles.

However, update 6.0.0 provided a number of useful buffs for Robin. The most notable ones were to Thunder and Arcfire: the former had its charge times sped up significantly, whereas the latter gained significantly more active frames. As a result, Robin's respectable zoning ability and trapping potential were improved by a fairly noticeable degree. This update also granted Robin a few quality of life buffs: forward tilt's higher base knockback improved its spacing potential, neutral aerial's overall lag was decreased (which also improved it as a follow-up from down throw), and the Levin Sword's durability will replenish slightly faster upon using the Bronze Sword for smash attacks.

Update 9.0.0 grantedtranscendent priority to neutral infinite's finisher as part of a near-universal buff, while update 13.0.1 improved neutral infinite's damage racking potential and range.

Overall, Robin fares slightly better than he did at the launch ofUltimate, although not enough to change his position in the metagame.

Super Smash Bros. Ultimate2.0.0

  • Buff Robin grabs the ledges faster when using Elwind backwards (52 frames → 39).
  • Bug fix The leftvictory pose was changed from Robin holding a Thunder tome to an Arcfire tome, matching the fire magic used in the animation.

Super Smash Bros. Ultimate3.0.0

  • NerfThunder and Elthunder deal less shield damage (0 → -2.5/-5.5 (Thunder/Elthunder)).
  • NerfArcfire deals less shield damage (0 → -1/-0.6/-2 (hits 1/2-8/9)).

Super Smash Bros. Ultimate3.1.0

  • Bug fix Fixed an issue that resulted in Robin losing functionality when getting hit byLucas'sPSI Magnet and absorbing Thoron at the same time.

Super Smash Bros. Ultimate6.0.0

  • Buff Smash attacks while the Levin Sword is depleted grant a slightly larger recharge boost (20 frames → 24).
  • Buff Forward tilt has more base knockback (50 → 62).
  • Buff Neutral aerial has less startup (frame 9 → 7 (hit 1), 22 → 20 (hit 2)), with its total duration reduced as well (FAF 50 → 48).
  • BuffThunder charges faster (Elthunder: frame 38 → 33, Arcthunder: frame 88 → 73, Thoron: frame 148 → 133).
  • BuffArcfire's initial fireball has a longer duration (frames 17-61 → 17-76), traveling much farther before expiring.

Super Smash Bros. Ultimate9.0.0

Super Smash Bros. Ultimate13.0.1

  • Neutral attack:
    • Buff Rapid jab deals more damage (0.7% → 0.9%).
    • Buff Rapid jab and finisher extends slightly further forward (Z: 11.0 → 12.0 (loop), 16.0 → 17.0 (last hit)).

Moveset[edit]

  • TheBronze Sword has very minimal KO potential due to dealing low damage and significantly low knockback. It also has unimpressive reach, shorter-lasting hits, and minimalfreeze frames. However, its weak strength enables it to combo somewhat effectively, especially at higher percents. Conversely, theLevin Sword has significantly greater KO potential, due to it dealing significantly more damage and knockback. In addition to dealingelectric damage, it has a greaterreach than the Bronze Sword, freeze frames and a lingering hitbox, the latter of which deals less damage if it hits late.
  • Robin cannot immediately use the Levin Sword: its durability must reach maximum capacity before being used. This only occurs at the beginning of the match.
  • Robin's tilt attacks solely use the Bronze Sword, while smash attacks use the Levin Sword, provided that it is not broken. All aerials can use either sword - if Robin tilts a direction in midair, the Bronze Sword will be used, but if Robin taps a direction like a smash attack, the Levin Sword will be used instead.
    • Robin can now also use the Levin Sword for a neutral aerial by pressing the attack button and the special move button simultaneously. However, this only works if the player has the A+B Smash Attack control option enabled.
    • If the player has smash attacks mapped to their C-Stick and the Levin Sword is available, Robin will always use the Levin Sword for aerials if the C-Stick is used for the attack direction, as the game still reads the input as a smash attack despite Robin being in midair. If the C-Stick is mapped to tilt attacks, then using the C-Stick while in midair will always use the Bronze Sword (unless the Levin Sword was brought out beforehand, in which case it will need to be put away and the Bronze Sword brought out- see below).
  • After using the Levin Sword for any attack, Robin will continue to use it for all directional aerial attacks until it either breaks, or Robin uses an attack that resets the current sword to the Bronze Sword (i.e. neutral attack, tilt attacks, dash attack, floor attacks, and edge attack).
  • KOing opponents will speed up the recharging time for all of Robin's weapons.
    • Using smash-inputted aerials and smash attacks will speed up the recharging time for the Levin Sword.

For a gallery of Robin's hitboxes, seehere.

Note: All numbers are listed as base damage, without the1v1 multiplier.

 NameDamageDescription
Neutral attackRight Chop (ライトチョップ)
Combination Chop (コンビネーションチョップ)
Fire (ファイアー)
Wind (ウインド)
Wind Finish (ウインドフィニッシュ)
2%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 former is a fiery explosion, and the latter is a barrage of blade-shaped blasts of wind magic that hits multiple times and ends with a more powerful blast that launches the opponent directly upwards. Both of these third hits have very high knockback for neutral attacks, and are viable KO options starting from around 130%. However, using one drains the durability of the Arcfire or Elwind tome, respectively, with the neutral infinite draining more durability the longer it is sustained. If the wind tome is depleted, Robin will always use the fire third hit regardless of how it is inputted, while if the Arcfire tome is depleted, inputting a gentleman jab will result in a lack of third hit and the player will have to input correctly if they want the wind neutral infinite. If both are depleted, Robin will only be able to use the first two sword slashes.
1.5%
5% (Arcfire finisher)
0.9% (Elwind loop), 2% (Elwind final hit)
Forward tiltFront Hack (フロントハック)7.5%An outward turning, downward slash. A weak, though decent spacing option. As it shifts Robin's hurtbox quite a bit before striking, it has deceptive range; additionally, the hitbox is almost as big asCloud's forward tilt. However, the lack of reward makes its utlity quite rare, with neutral attack being a much safer and more effective grounded punish, especially since its finishers have KO potential.
Up tiltUpper Swing (アッパースイング)6%An inward turning, upward slash. Its arc is rather generous, making it useful for catching jumps if an opponent is close by. At low percents, it is able to combo into itself.
Down tiltLeg Cutter (レッグカッター)6%A crouching, outward slash. Short ranged but very quick and is a decent combo starter, allowing for followups such as dash attack.
Dash attackShort Stab (ショートスタッブ)10% (clean), 6% (late)Slides forward, thrusting the Bronze Sword at a low angle. Low range but causes Robin to dash forward slightly, making it one of his few decent burst options. It is also decently powerful, and can KO near the ledge at high percents.
Forward smashNeck Striker (ネックストライカー)Bronze:9.6%
Levin:16% (clean),10% (late)
An underhanded outward thrust. A powerful KO option; with the Levin Sword, it also possesses a lingering hitbox. The clean hit can KO rather early, while the late hit, though much weaker, is capable of KOing around 165% from the center of Final Destination.
Up smashRising Thrust (ライジングスラスト)
Spinning Sword (スピニングソード)
Bronze:9%
Levin:10% (early),15% (clean),10% (late)
The animation differs depending on the sword that is used: if it is the Bronze Sword, Robin thrusts it upward. If it is the Levin Sword, Robin will gesture upwards with the Levin Sword, which causes it to levitate out of his hand, twirling backwards from Robin's facing direction once before he catches it. The Levin Sword's sweetspot hitbox lasts for the duration of it twirling upwards and has great coverage, capable of hitting opponents on the ground and behind Robin. The Levin Sword's sourspot is smaller, but has very high active frames (16 frames), making it overall good against aerial opponents. In contrast, the Bronze Sword version is unremarkable, and functions similar to a very weak version ofHero's up smash.
Down smashEarth Knock (アースノック)
Earth Shocker (アースショッカー)
Bronze:8%
Levin:15% (clean),12% (late)
Kneels and strikes the floor via a slash with the equipped sword. The Levin Sword generates brief sparks on both sides of Robin, which can hit opponents even after getting up, thus warding off punishment attempts on either side. It can also break a full shield if fully charged and all of its hitboxes connect. The Bronze Sword is significantly weaker and lacks the sparks, meaning it can only hit in front of Robin. However, it does send at a very low angle, making it a good punish option at the ledge.
Neutral aerialDouble Chop (ダブルチョップ)Bronze:6.9%
Levin:11.5%
An inward slash forwards, followed by an outward slash backward. If the special move and attack button are pressed (provided the A+B control setting is turned on), Robin will switch to the Levin Sword. The Levin Sword version of this move deals increased damage and covers both sides with increased range, but it cannot autocancel in a short hop. Unlike inSSB4, using neutral air will not put away the Levin Sword. The Levin Sword version is generally useful in most situations thanks to its range and damage, and has uses in both early-percent combos and offstage KOs.
Forward aerialAir Upper Swing (エアアッパースイング)Bronze:7.5%
Levin:12.5% (clean),5% (late)
An upward swipe. Because of its arc, it is good for ground-to-air transitioning as it can easily reach grounded opponents. Outside of edgeguards, 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. The Levin version also has combo potential, being able to combo into other aerials at low percents such as neutral aerial and another forward aerial when SHFF'd, while at high percents it is excellent for KOing due to its strong knockback and diagonal angle.
Back aerialBackhand Slash  (バックハンドスラッシュ)Bronze:9%
Levin:15% (clean),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. The Levin variant is one of the most powerful back aerials in the game, being able to KO middleweights under 80% at the ledge of Final Destination. It can hit a few frames after ending while using the Levin Sword, with the vertical launch angle of the late hit allowing for combos into another Levin aerial such as up aerial or another back aerial. Strongly resembles sword animations for the Cavalier and Paladin classes throughout theFire Emblem series.
Up aerialArc Slash (アークスラッシュ)Bronze:7.8%
Levin:13% (clean),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 one of Robin's most effective aerials with the Levin Sword due to its massive range and KO potential. It has lingering hitboxes with the Levin Sword and can combo into itself and neutral aerial at low percents when SHFF'd. When inputting a short hop aerial up air using a full tilt of the control stick, the game will interpret this as a smash input, and Robin will always switch to his Levin Sword if it is available.
Down aerialUnder Cut (アンダーカット)Bronze:7.2%
Levin:11% (clean),8% (late)
A downward slash. It also hits slightly in front of Robin. The sweet spot in the middle of the Levin Sword canmeteor smash while it is swung down, while the Bronze Sword cannot meteor smash at all. The move has a lingering hitbox in both of its versions, with the lingering hit of the Bronze version sending lower than the Levin version, which gives both versions a niche use for edgeguarding. Has high landing lag (16 frames).
GrabGrab (つかみ)Wraps the opponent in a whirling stream of magic. The grab's range is visualized by a halo. This halo enlargens when Robin successfully grabs an opponent. Pivot grab has great range, and Robin has one of the best roll cancel grabs in the game, allowing them to cover a large distance when mastered. On the other hand, all of his grabs are notably slow for their range, especially dash and pivot grab; this makes his grab very punishable and risky to perform out of shield.
PummelGrab Force Attack (つかみフォースアタック)1.5%A point-blank burst of magic. It is unique compared to other pummels, having more power than pummels likeMario but less than others likeBowser, and its electric effect makes it much slower than most other pummels barringKazuya. As a result, it is arguably the worst pummel in the game overall.
Forward throwForce Kinesis (フォースキネシス)8%Magically shoves the opponent forward. Has moderate base knockback but very low knockback scaling, and it is unable to KO at any realistic percent. This makes it more suited for sending opponents offstage.
Back throwReverse Kinesis (リバースキネシス)11%Turns around and magically tosses the opponent backward. Robin's strongest throw, with very high base knockback and decently high knockback growth. However, its angle makes it susceptible to DI, with optimal DI making it survivable at 150% near the edge of Battlefield.
Up throwLaunch Kinesis (ローンチキネシス)9%Magically heaves the opponent upwards. Niche compared to Robin's other throws due to its ending lag and high base knockback; it can set up situational aerial juggles, but otherwise has little use.
Down throwPressure Kinesis (プレッシャーキネシス)6%Magically slams the opponent onto the ground, launching them vertically upward. Its knockback growth is high for a down throw, which allows for KOs below 200%. It is also Robin's primary combo throw and can set up for highly damaging one-two combos, though its follow-ups are not guaranteed. Combo include up tilt at low percents, neutral aerial at mid percents, and up aerial at high percents.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
 7%Swipes forward with the Bronze Sword, then backward.
Floor attack (back)
Floor getups (back)
 7%Same as frontal floor attack, but strikes backward first.
Floor attack (trip)
Floor getups (trip)
 5%Same as back floor attack.
Edge attack
Edge getups
 9%Performs a thrust with the Bronze Sword while climbing up.
Neutral specialThunder5.5% (Thunder), 11% (Elthunder), 6% (Arcthunder, hit 1), 2.4% (Arcthunder, looping hits), 8% (Archthunder, finisher), 2.6% (Thoron)Robin caststhunder magic from aThunder tome. It is a chargeable projectile with distinct properties for each charge level:
  • Thunder is produced when the move is uncharged. It is a small, weak, and very short-ranged projectile, but it is very fast and can catch approaching opponents off-guard, allowing for a follow-up attack. Can combo into dash attack or aerials at high percents, which can lead into KO combos.
  • Elthunder is produced after a brief charge. It is a small, fast projectile that traverses the entire stage, with decent damage and knockback. While not a viable KO option on its own before extreme percents, its knockback can be powerful enough to finish off opponents recovering offstage.
  • Arcthunder is produced after a more lengthy charge. Unlike the previous levels, Arcthunder is initially quite slow, but it accelerates over time. It explodes in a small X-shape on contact with an opponent or hitbox, dealing multiple hits and significant knockback, KOing at 120% from the edge of Final Destination. It also has use as a combo starter if it connects at a distance.
  • Thoron is produced at full charge. It is a massive energy beam long enough to cover the entire stage, dealing multiple hits to anyone caught in it and KOing at 90% from the edge of Final Destination. However, it has an extremely long startup and endlag (especially in the air), and if Robin is hit before releasing the beam, the charge will be lost. Despite acting like a projectile, Thoron's hitbox is connected to Robin, and the entirety of the beam will move with Robin's movements if used in the air.
Side specialArcfire2% (hit 1), 1.2% (hits 2-8), 4% (final explosion)Robin castsfire magic from anArcfire tome. It creates a tiny fireball that travels diagonally downward from above Robin’s head and bursts into a pillar of flame on impact with an opponent or shield. Opponents trapped in the flame pillar take multiple hits and are pushed slightly upwards, and when the pillar expires, it explodes, dealing a fair amount of upward knockback. 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. However, if the initial fireball meets any hitbox from the opponent, the fireball will dissipate without detonating. Can combo and kill-confirm into various attacks if timed properly, and it can also be used to set up footstooling, which can then lead to tech chase.
Up specialElwind5% (first blade), 7% (second blade)Robin castswind magic downward twice from theElwind tome, which propels Robin a great distance upwards before making himhelpless. Elwind's projectiles can also be angled, allowing for a great horizontal recovery as well as vertical. If used when the Elwind tome has 2 durability units remaining, Robin will only cast one wind blade, providing significantly less momentum. If used while fully depleted, Robin will not generate any wind blades nor go helpless, but will gain a short upward boost, slightly improving the chance of survival. Although difficult to use as an attack, the first wind blade has ameteor smash effect on the first few frames, and both blades generate a smallpush effect on impact with the ground.
Down specialNosferatu2% (loop)Robin castsNosferatu on a nearby opponent to drain their health and heal Robin, while also dealing damage to other nearby opponents. This acts as acommand grab and will bypass shields. The healing increases in power the more damage Robin has compared to the opponent, healing upwards of 40% if the difference is over 100. The healing power also increases if used on an opponent facing away from Robin. Nosferatu only has three uses before it runs out of durability; this can be used in Robin's advantage to easily create a throwable tome. If Nosferatu connects in midair, Robin will become helpless once the move ends.
Final SmashPair Up2% (trapping hit), 3% (initial hit), 1.3% (hits 2-21), 18% (final hit)SummonsChrom viawarp magic topair 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 hisFalchion, while Robin casts thunder and fire magic, includingBolganone. After they finish their barrage, they perform a final simultaneous strike that spikes the opponent to the ground, which deals enough recoil to launch them towards the upper blast line. Upon successful use, all of Robin's weapons (including the ones that have yet to break) will have their durability restored.

Stats[edit]

StatsWeightDash speedWalk speedTractionAir frictionAir speedAir accelerationGravityFalling speedJumpsquatJump heightDouble jump height
Value951.815 – Initial dash
1.265 – Run
0.9360.1050.0071.050.01 – Base
0.07 – Additional
0.0891.5 – Base
2.4Fast fall
333.21 - Base
16.02 -Short hop
33.21

Durability system[edit]

Robin usingArcfire and the tome's durability meter depleting upon being used, as shown viaMove List.

Robin has a uniquefighter ability: true to theFire Emblem series, where items break after being used too many times, Robin's tomes and Levin Sword do the same if they are used too often. If Robin attempts to use an attack that uses durability-affected weaponry and is interrupted by an attack while attempting to use it, then that will count as one use of the weapon, even if no damaging hitbox is produced. Robin always carries the last tome and sword that was used in each hand, provided their durability has not depleted. The amount of remaining durability is displayed in the form of a bar that appears above his icon on the HUD. Once a depleted weapon is restored, a unique animation of the weapon appearing in one hand with a flash of light will start, provided that Robin is standing completely still; tomes appear in the left hand while holding it up in the air, while the Levin Sword reappears in the right hand while flicking it in a manner similar to one of Robin’s idle poses. These poses can be canceled, similarly to taunts.

If Robin fully depletes a weapon, it will be tossed backward, hitting any opponents before it disappears. In the case where Robin is sent flying by knockback immediately after depleting a weapon, the used weapon will be dropped on the ground before Robin is knocked back. They disappear almost immediately after hitting the ground once, but they can also be picked up and thrown. The Levin Sword deals 15% when smash thrown, while the tomes deal 12.3% when smash thrown, making both attacks decent surprise KOing options due to their high base knockback. The discarded weapons can also lock if Z-dropped on an opponent.

If Robin does not have the proper tome for a given special move and tries to perform it, Robin will perform the animation but will not produce any hitboxes. For the Levin Sword, all such attacks will instead use the Bronze Sword, which cannot break, but has a shorter range, deals considerably less damage and knockback, and also lacks the Levin Sword's lingering electrical hitboxes.

Weapons restore gradually after they have been depleted, which is displayed as the meter refilling its units. When Robin scores a KO, it reduces the respawn timer for all currently-regenerating weapons by a small amount. Alternatively, aerials and smash attacks will hasten the respawn time for the Levin Sword.

Durability points for weapons do not replenish while Robin is using a tome, and the only way to replenish a weapon is to get a new copy of it. Respawning after being KO'd also has all of the weapons replenished, as doesPair Up, though only if it is used successfully.

Levin Sword[edit]

Durability8
Recharge time10 seconds
Time reduced per KO-3.0 seconds
Bronze Sword
smash attack/smash aerial
-0.4 seconds
Durability cost
Smash attacks/aerials1

Thunder tome[edit]

If the tome has less durability than the spell requires, it can still be performed, though the tome will be immediately depleted afterward. IfKirbycopies Robin, he will lose theCopy Ability altogether once he depletes his tome.

Durability20
Recharge time12 seconds
Time reduced per KO-1.5 seconds
Durability cost
Thunder1
Elthunder3
Arcthunder5
Thoron8

Arcfire tome[edit]

Durability6
Recharge time12 seconds
Time reduced per KO-1.0 second
Durability cost
Arcfire1
Neutral attack finisher0.5

Elwind tome[edit]

Durability10
Recharge time6 seconds
Time reduced per KO-2.0 seconds
Durability cost
Elwind1 (per blade)
Neutral attack1 (per second)

Nosferatu tome[edit]

Durability3
Recharge time30 seconds
Time reduced per KO-1.0 second
Durability cost
Nosferatu1

Announcer call[edit]

Sound.pngThis article could use additional or higher-quality audio files.
The editor who added this tag suggests:Needs announcer calls from other languages.
If you have a good audio file for this article, upload ithere.

On-screen appearance[edit]

  • Warps onto the stage via a Warp staff.
  • Robin's on-screen appearance

    Robin's on-screen appearance

Taunts[edit]

  • Up Taunt: Points the currently held sword upward. Male Robin says "Let's tip the scales!" (戦局を変える.,I'll change the state of war.), while female Robin says, "Time to tip the scales!" (戦局を変えます.,I'll change the state of war.). The timing of this taunt is different depending on whether Robin is facing left or right, though it is interruptible at the same time either way.
  • Side Taunt: Magically suspends the active sword and tome in the air, 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 themself with the active sword and tome before pointing their hand towards the camera. Male Robin says "You're not ready!" (やってやるさ.,Let's do it then.), while female Robin says, "Here I go!" (いきますよ!,Let us go!)
  • Robin's up taunt.

    Robin's up taunt.

  • Robin's side taunt.

    Robin's side taunt.

  • Robin's down taunt.

    Robin's down taunt.

Idle poses[edit]

  • Closes both eyes and turns around, opening the active tome to read it briefly.
  • Slowly waves the active sword forwards with a flourish.
  • Robin's first idle pose.

    Robin's first idle pose.

  • Robin's second idle pose.

    Robin's second idle pose.

Crowd cheer[edit]

Cheer (English)Cheer (Japanese/Chinese)Cheer (Italian)Cheer (Dutch)Cheer (French)
Cheer
NTSC

PAL
DescriptionRo - bin!Ref - let!Daaaaaraen!Ro - bin!Ro - bin!NTSC
Da - raenPAL
Cheer (German)Cheer (Spanish)Cheer (Russian)Cheer (Korean)
Cheer
NTSC

PAL
DescriptionDa - ra - ean!¡Ro - bin!NTSC
¡Daraen! ¡Daraen! ¡Ra ra ra!PAL
Robin! *claps 2 times*Ro - bu - in!

Victory poses[edit]

  • Left: Generates flames with a wave of their hands, then spreads out the free arm. Male Robin says "The key to victory lies within." ("勝利の秘策はここにある,The secret to victory is here.). Female Robin says "Ha! Checkmate." ("私の策にはまりましたね!,According to plan!).
    • If Lucina is present after a match, male Robin sometimes says "Lucina, I hope I didn't hurt you." ("ルキナ、痛くなかったかい?,Lucina, are you hurt?). If this quote plays, male Robin will not generate flames from his hands. This quote is rather glitchy, as it can play even if Lucina does not participate in a match.
  • Up: Crosses arms with weapons in hand, then spins clockwise and swings the Levin Sword. Male Robin says "I'm always three steps ahead." ("常に三手先を考えるんだ。",I always think three steps ahead.). Female Robin says "A good tactician has nothing to fear." ("戦略を練れば、恐るるに足りません。,If you have a strategy, there is nothing to fear.).
  • Right: Faces the screen while back to back withChrom, before turning around posing with their weapons. Male Robin says "It seems our fates are joined." ("僕たちは互いに絆で結ばれているんだ。,We are bonded by mutual ties.). Female Robin says "I've got your back." ("私が、あなたの半身になります。,I'll be your other half.).
    • If Lucina is present after a match, female Robin sometimes says "How can you protect Chrom if you can't protect yourself?" ("そんなことじゃ、クロムさんを守れませんよ!,You can't protect Chrom like that!).
    • If Robin'sFinal Smash has been used during the match, Chrom will sometimes say "My strength is yours!" (お前は俺が守る!,I'll protect you!), the same quote Chrom shouts when a unit pairs up with him inAwakening.
A short orchestral cover of "Id (Purpose)" fromFire Emblem Awakening.
  • RobinVictoryPose1SSBU.gif
  • RobinVictoryPose2SSBU.gif
  • RobinVictoryPose3SSBU.gif

Incompetitive play[edit]

Most historically significant players[edit]

See also:Category:Robin players (SSBU)

Tier placement and history[edit]

Despite being buffed during the transition fromSmash 4, Robin remained a relatively unpopular character for most of competitive play, due to his lackluster speed, weak defensive options, and the weapon durability system. As such, Robin was often overlooked for other characters who did his job better, and despite efforts from players such asJul in the early metagame, Robin's representation in the metagame remained rather small, and only decreased further following Jul's inactivity.

Currently, there are a few notable Robin players who perform well regionally, includingmorrocoYo, who dominates competitiveUltimate in Venezuela;Leaf, who has a few notable major placements; andWhisky, who regularly places well at Mexican events. However, both morrocoYo and Whisky have limited appearances at a national-level, while Leaf's results remain inconsistent. As such, opinions on Robin have largely remained the same since the early metagame, which was reflected in Robin's placement on the first tier list, where he is ranked 62nd as a lower-mid tier. He then dropped further to 67th on the second tier list in the D+ tier and retained this position for the third, although tier restructuring technically made him rise into C- tier.

Classic Mode: Thunder and Flames[edit]

Robin fights each round against two fighters (with the exception of Round 6): one that wieldselectricity, and one that wieldsfire.

RoundOpponentStageMusicNotes
1Pichu (SSBU)Pichu andCharizard (SSBU)CharizardPokémon StadiumPrelude (Ablaze)Charizard'sPokémon Trainer is absent.
2Zero Suit Samus (SSBU)Zero Suit Samus andRoy (SSBU)RoyColiseumWinning Road - Roy's Hope
3Pikachu (SSBU)Pikachu andIncineroar (SSBU)IncineroarPokémon Stadium 2Destiny (Ablaze)
4R.O.B. (SSBU)R.O.B. andKen (SSBU)KenNorfairConquest (Ablaze)
5Dr. Mario (SSBU)Dr. Mario andBowser (SSBU)BowserMushroom Kingdom IIDuty (Ablaze)
6Robin (SSBU) (Robin (SSBU)) Opposite-genderRobinArena FeroxId (Purpose)
Bonus Stage
FinalMaster HandFinal DestinationMaster Hand(Less than 7.0 intensity)
Master Hand / Crazy Hand(Intensity 7.0 or higher)
On intensity 7.0 and higher,Crazy Hand fights alongside Master Hand.

Note: Every round except the bonus stage and boss plays a track fromFire Emblem.

Credits roll after completing Classic Mode. Completing it as Robin hasId (Purpose) (Remix) accompany the credits.

Role inWorld of Light[edit]

Finding Robin in World of Light

Although neither male nor female of Robin appear in the World of Light opening cutscene, they were vaporized and later imprisoned alongside the rest of the fighters (exceptKirby) when Galeem unleashed his beams of light.

Male Robin was one of the many fighters that fell underDharkon's control upon Galeem's first defeat. He can be found in theDracula's Castle sub-area as the last fighter to be awakened aside fromRichter before confrontingDracula; a ghost blocks Robin on the ladder below, and ifWario had been previously awakened by rotating the lever blocking him, said lever must be switched back to its original orientation for the cannon to ricochet off and destroy the ghost.

Fighter Battle[edit]

No.ImageNameTypePowerStageMusic
56
Robin SSBU.png
Robin
Grab
Grab
10,700Castle Siege (Ω form)Prelude (Ablaze)

Spirits[edit]

Male Robin's fighter spirit can be obtained by completingClassic Mode as Robin. It is also available periodically for purchase in the shop for 300 Gold, but only after Robin has been unlocked. Unlocking Robin in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Female Robin also has a fighter spirit of her own, only available through the shop. Unlike most fighters, the spirits for Robin only use their artwork fromUltimate, rather than also having alternative artwork from a previous appearance.

  • 616. Robin (Male)

    616.Robin (Male)

  • 617. Robin (Female)

    617.Robin (Female)

In Spirit Battles[edit]

As the main opponent[edit]

SpiritBattle parametersInspiration
No.ImageNameSeriesEnemy Fighter(s)TypePowerStageRulesConditionsMusicCharacter
103
SSBU spirit Mallow.png
MallowSuper Mario RPG: Legend of the Seven StarsRobinRobin (SSBU)×3
Attack
4,100Magicant•Item:Lightning•The enemy's magic attacks have increased power
•The enemy favors neutral specials
Time's Running Out!
111
SSBU spirit Antasma.png
AntasmaMario & Luigi SeriesRobinRobin (SSBU)
Grab
4,300Peach's Castle (Battlefield form)•Item:Food
•Hazard: Slumber Floor
•The floor is sleep-inducing
•The enemy becomes more powerful after eating
•The enemy is easily distracted by items
The Grand Finale
185
SSBU spirit Agahnim.png
AgahnimThe Legend of Zelda SeriesRobinRobin (SSBU)×2
Shield
3,600Temple (Ω form)•Reflect-Damage Buffed•The enemy's magic attacks have increased power
•The enemy favors special moves
•All fighters' reflected projectiles have increased power
Dark World (Brawl)
224
SSBU spirit Zant.png
ZantThe Legend of Zelda SeriesRobinRobin (SSBU)
Attack
4,100Bridge of Eldin (Battlefield form)•Giant•The enemy is giant after a little while
•Timed battle (2:00)
•Only certain Pokémon will emerge from Poké Balls (Abra)
Main Theme - The Legend of Zelda: Twilight Princess
317
from the game's files
HongoYoshi SeriesRobinRobin (SSBU)
Shield
2,000Super Happy Tree•Sudden Final Smash•The enemy will suddenly have a Final Smash after a little whileYoshi's Story (64)
355
SSBU spirit Magolor.png
MagolorKirby SeriesRobinRobin (SSBU)
Attack
9,300Halberd•Hazard: Screen Flip•The screen will suddenly flip
•The enemy's magic attacks have increased power
CROWNED
359
SSBU spirit The Three Mage-Sisters.png
The Three Mage-SistersKirby SeriesRobinRobin (SSBU)Robin (SSBU)Robin (SSBU)
Grab
3,600Dream Land (Battlefield form)N/A•The enemy's special moves have increased powerA Battle of Friends and Bonds 2Zan Partizanne (yellow costume)
Flamberge (red costume)
Francisca (pink costume)
376
SSBU spirit Plasma Wisp.png
Plasma WispKirby SeriesRobinRobin (SSBU)
Grab
2,300Prism Tower (Battlefield form)•Item:Hothead
•Hazard: Zap Floor
•The floor is electrified
•The enemy favors neutral specials
City Trial
605
SSBU spirit The Skull.png
The SkullF-Zero SeriesRobinRobin (SSBU)
Shield
1,900Big BlueN/A•The enemy's magic attacks have increased power
•The enemy favors down specials
Brain Cleaner
626
SSBU spirit Merric.png
MerricFire Emblem SeriesRobinRobin (SSBU)
Grab
1,700Castle SiegeN/A•The enemy's magic attacks have increased power
•The enemy favors special moves
Shadow Dragon Medley
628
SSBU spirit Linde.png
LindeFire Emblem SeriesRobinRobin (SSBU)
Shield
4,100Temple (Battlefield form)•Hazard: Zap Floor•The floor is electrified
•The enemy's magic attacks have increased power
Shadow Dragon Medley
636
SSBU spirit Gharnef.png
GharnefFire Emblem SeriesRobinRobin (SSBU)
Attack
2,700Unova Pokémon League (Battlefield form)•Hazard: Slumber Floor•The floor is sleep-inducing
•Timed battle (1:30)
•The enemy favors down specials
Lords-A Chance Encounter
643
SSBU spirit Julius.png
JuliusFire Emblem SeriesRobinRobin (SSBU) (120 HP)
Neutral
2,200Castle Siege (Battlefield form)•Hazard: Lava Floor•The floor is lava
•The enemy's explosion and fire attacks have increased power
Stamina battle
Power-Hungry Fool
652
SSBU spirit Nino.png
NinoFire Emblem SeriesRobinRobin (SSBU)
Grab
3,600Arena FeroxN/A•The enemy's magic attacks have increased power
•The enemy favors up specials in the air
Attack - Fire Emblem
655
SSBU spirit L'Arachel.png
L'ArachelFire Emblem SeriesRobinRobin (SSBU)
SheikSheik (SSBU)
WarioWario (SSBU)
Shield
1,600Castle Siege•Health Recovery•The enemy is healed when the enemy's at high damagePreparing to Advance
656
SSBU spirit Lyon.png
LyonFire Emblem SeriesRobinRobin (SSBU)
•GiantRidleyRidley (SSBU)
Grab
3,700Unova Pokémon League (hazards off)N/A•Reinforcements will appear after an enemy is KO'd
•The enemy is giant
Preparing to Advance
658
SSBU spirit Soren.png
SorenFire Emblem SeriesRobinRobin (SSBU)
IkeIke (SSBU)
Shield
1,800Temple (Battlefield form)•Magic and PSI Unleashed•The enemy favors special moves
•All fighters' magic and PSI attacks have increased power
Victory Is Near
684
SSBU spirit Leo.png
LeoFire Emblem SeriesRobinRobin (SSBU)
Attack
9,200Reset Bomb Forest (hazards off)•Hazard: High Gravity•Your jumping power decreases
•The enemy starts the battle with aBlack Hole
•The enemy's melee blows will heal them when they hit
Lost in Thoughts All Alone (for 3DS / Wii U)
793
SSBU spirit Blaze the Cat.png
Blaze the CatSonic The Hedgehog SeriesRobinRobin (SSBU)
Shield
4,100Green Hill Zone (Battlefield form)•Hazard: Lava Floor•The floor is lava
•The enemy's explosion and fire attacks have increased power
•The enemy starts the battle with aFire Flower
Reach for the Stars
1,017
SSBU spirit Balder.png
BalderBayonetta Series•GiantRobinRobin (SSBU) (140 HP)
Shield
4,200Umbra Clock Tower (hazards off)N/A•The enemy's special moves have increased power
Stamina battle
•The enemy's FS Meter charges quickly
The Legend Of Aesir
1,060
SSBU spirit Yoko Belnades.png
Yoko BelnadesCastlevania SeriesRobinRobin (SSBU)
Grab
3,800Spear Pillar (Battlefield form)N/A•The enemy's magic attacks have increased power
•The enemy's special moves have increased power
Lost Painting
1,063
SSBU spirit Hector (Castlevania).png
Hector (Castlevania)Castlevania SeriesRobinRobin (SSBU)
RidleyRidley (SSBU)
Shield
3,700The Great Cave Offensive (Battlefield form)•Item: Battering Types•Reinforcements will appear during the battleLament of Innocence
1,071
SSBU spirit Death.png
DeathCastlevania SeriesRobinRobin (SSBU)
Attack
9,400Dracula's Castle•Hard to Launch
•Sudden Damage
•You take serious damage after a little while
•You are hard to launch
•The enemy starts the battle with aDeath's Scythe
Nothing to Lose
1,074
SSBU spirit Shaft.png
ShaftCastlevania SeriesRobinRobin (SSBU)
Shield
1,700Dracula's Castle (Ω form)•Move Speed ↓
•Invisibility
•You have reduced move speed
•The enemy is invisible
Dance of Gold
1,171
from the game's files
IvanGolden Sun SeriesRobinRobin (SSBU)
Attack
2,300Onett•Hazard: Heavy Wind•Dangerously high winds are in effect after a little while
•The enemy starts the battle with aGust Bellows
Battle Scene / Final Boss - Golden Sun
1,246
SSBU spirit Orville.png
OrvilleTakt of MagicRobinRobin (SSBU)
PitPit (SSBU)
ZeldaZelda (SSBU)
Grab
3,400PictoChat 2N/A•Defeat the main fighter to winStruggle Against Chaos
1,274
Nintendoji
Kageshina KurabeNintendojiRobinRobin (SSBU)
Neutral
1,800The Great Cave Offensive•Item Tidal Wave•Certain items will appear in large numbers after a little whileBoss 1 - Sakura Samurai: Art of the Sword
1,307
SSBU spirit Igor.png
IgorPersona SeriesRobinRobin (SSBU)
RidleyRidley (SSBU)×3
Neutral
10,600Kalos Pokémon League (hazards off)•Health Recovery
•Item:Assist Trophy
•Defeat the main fighter to win
•Start with 300% damage
•You are healed significantly after a little while
Aria of the Soul
1,391
SSBU spirit Dorothea.png
DorotheaFire Emblem SeriesRobinRobin (SSBU)
JigglypuffJigglypuff (SSBU)×3
Attack
2,400Garreg Mach Monastery (Reception Hall)N/A•Defeat the main fighter to win
•The enemy's electric attacks have increased power
Fódlan Winds
1,448
SSBU spirit The Turks & Rufus Shinra.png
The Turks & Rufus ShinraFINAL FANTASY SeriesRobinRobin (SSBU)
Mii GunnerMii Gunner (SSBU)×2 (Moveset2223, Business Suit - White)
Mii BrawlerMii Brawler (SSBU) (Moveset2123, Business Suit - White)
Mii SwordfighterMii Swordfighter (SSBU) (Moveset2123, Business Suit - White)
Grab
7,700Fourside (Battlefield form)•Item: Exploding Types•Reinforcements will appear after an enemy is KO'd
•Reinforcements will appear during the battle
•The enemy starts the battle with aSteel Diver
Those Who Fight (AC Version)Rufus Shinra
1,457
SSBU spirit Elvis & Adelle.png
Elvis & AdelleBravely DefaultRobinRobin (SSBU)
SheikSheik (SSBU)
Attack
3,800Reset Bomb Forest (forest)•Attack Power ↑•The enemy's magic attacks have increased power
•The enemy has increased attack power after a little while
•The enemy favors side specials
Save the World, Heroes!Elvis
1,509
SSBU spirit Xion.png
XionKingdom Hearts SeriesRobinRobin (SSBU) (80 HP)
RobinRobin (SSBU)×2 (60 HP)
Neutral
3,700Delfino Plaza (rooftop)N/A•Defeat the main fighter to win
Stamina battle
Shrouding Dark CloudRoxas andAxel (default costume)

As a minion[edit]

SpiritBattle parametersInspiration
No.ImageNameSeriesEnemy Fighter(s)TypePowerStageRulesConditionsMusicCharacter
667
SSBU spirit Lissa.png
LissaFire Emblem SeriesIsabelleIsabelle (SSBU)
RobinRobin (SSBU)
ChromChrom (SSBU)
Neutral
3,300Arena FeroxN/A•Take your strongest team into this no-frills battleDuty (Ablaze)Robin
1,064
SSBU spirit Jonathan Morris.png
Jonathan MorrisCastlevania SeriesRichterRichter (SSBU)
RobinRobin (SSBU)
Grab
9,300Dracula's CastleN/A•The enemy's throwing-type items have increased powerJail of JewelCharlotte Aulin
1,168
from the game files
IsaacGolden Sun SeriesMii SwordfighterMii Swordfighter (SSBU) (Moveset1222, Isaac Wig, Isaac's Outfit, High Voice Type 1)
PalutenaPalutena (SSBU)
RobinRobin (SSBU)
RoyRoy (SSBU)
Grab
8,900Wuhu Island (Swaying Bridge)•Assist Trophy Enemies (Isaac)•The enemy's magic attacks have increased power
•Hostile assist trophies will appear
•Reinforcements will appear during the battle
Battle Scene / Final Boss - Golden SunIvan
1,247
SSBU spirit Frey & Freya.png
Frey & FreyaZangeki no ReginleivLinkLink (SSBU)
RobinRobin (SSBU)
Attack
3,700Reset Bomb Forest•Giant•The enemy's melee weapons have increased power
•The enemy's magic attacks have increased power
•You are giant
Save the World, Heroes!Freya
1,328
SSBU spirit Hero's Comrades.png
Hero's ComradesDRAGON QUEST SeriesIkeIke (SSBU) (120 HP)
•TinyKing DededeKing Dedede (SSBU) (120 HP)
Zero Suit SamusZero Suit Samus (SSBU) (100 HP)
SheikSheik (SSBU) (130 HP)
•TinyRobinRobin (SSBU) (90 HP)
ZeldaZelda (SSBU) (110 HP)
LinkLink (SSBU) (100 HP)
Shield
13,300Yggdrasil's AltarN/A•The enemy has increased melee-weapon damage and move speed
•The enemy's smash attacks have increased power
Stamina battle
The Hero Goes Forth with a DeterminationVeronica
1,412
SSBU spirit Kevin & Charlotte.png
Kevin & CharlotteMana SeriesIncineroarIncineroar (SSBU)
•TinyRobinRobin (SSBU)
Shield
9,100Hyrule Castle (hazards off)•Health Recovery
•Attack Power ↑
•The enemy has increased attack power when the enemy's at high damage
•The enemy is healed significantly when the enemy's at high damage
Preparing to AdvanceCharlotte
1,422
SSBU spirit Tressa & Cyrus.png
Tressa & CyrusOCTOPATH TRAVELERVillagerVillager (SSBU)
RobinRobin (SSBU)
Attack
9,400Luigi's Mansion•Item: Battering Items
•Hazard: Heavy Wind
•Dangerously high winds are in effect after a little whileBattle Scene / Final Boss - Golden SunCyrus
1,461
SSBU spirit Amalthus.png
AmalthusXenoblade Chronicles Series•GiantDark SamusDark Samus (SSBU) (120 HP)
RobinRobin (SSBU)x5 (50 HP)
Grab
9,500Shadow Moses Island (Ω form)•Health Recovery•The enemy has super armor but moves slower
Stamina battle
•Reinforcements will appear after an enemy is KO'd
Praetor Amalthus - The Acting God -Indoline Loyalists
1,514
SSBU spirit Rauru.png
RauruThe Legend of Zelda SeriesMewtwoMewtwo (SSBU) (100 HP)
ZeldaZelda (SSBU) (70 HP)
•GiantR.O.B.R.O.B. (SSBU) (70 HP)
RobinRobin (SSBU) (60 HP)
InklingInkling (SSBU) (60 HP)
CharizardCharizard (SSBU) (60 HP)
PitPit (SSBU) (60 HP)
Neutral
13,000Temple (Battlefield form)N/AStamina battle
•The enemy favors neutral specials
•Reinforcements will appear after an enemy is KO'd
Calamity Ganon Battle - Second FormGerudo Sage of Lightning

Alternate costumes[edit]

Palette swap (SSBU)
Robin (SSBU)Robin (SSBU)Robin (SSBU)Robin (SSBU)Robin (SSBU)Robin (SSBU)Robin (SSBU)Robin (SSBU)

Gallery[edit]

  • Artwork of all playable Fire Emblem characters and Assist Trophies, as posted on the official Japanese Fire Emblem Heroes Twitter account.

    Artwork of all playableFire Emblem characters and Assist Trophies, as posted on the official JapaneseFire Emblem Heroes Twitter account.

  • Screenshot of all playable Fire Emblem characters on Arena Ferox, as posted on the official Japanese Fire Emblem Twitter account.

    Screenshot of all playableFire Emblem characters on Arena Ferox, as posted on the official JapaneseFire Emblem Twitter account.

  • Robin's fighter card.

    Robin's fighter card.

  • Robin's unlock notice.

    Robin's unlock notice.

  • Male Robin on Coliseum.

    Male Robin onColiseum.

  • Male Robin using Arcfire on Temple.

    Male Robin usingArcfire onTemple.

  • Male Robin hitting Villager and Sonic with his down smash on Wily Castle.

    Male Robin hittingVillager andSonic with his down smash onWily Castle.

  • Female Robin attacking Wii Fit Trainer using her neutral infinite on Temple.

    Female Robin attackingWii Fit Trainer using her neutral infinite on Temple.

  • Male and female Robins in their green and pink costumes, respectively, on Tomodachi Life.

    Male and female Robins in their green and pink costumes, respectively, onTomodachi Life.

  • Female Robin and Chrom standing back-to-back on Coliseum.

    Female Robin andChrom standing back-to-back on Coliseum.

  • Male Robin using Arcfire on Gaur Plain.

    Male Robin using Arcfire onGaur Plain.

  • With all playable Fire Emblem veterans on Coliseum.

    With all playableFire Emblem veterans on Coliseum.

  • HUD showing Female Robin and the amount of health the Thunder tome has remaining.

    HUD showing Female Robin and the amount of health the Thunder tome has remaining.

  • Being attacked by Eleven while Erdrick attacks Wario on Yggdrasil's Altar.

    Being attacked byEleven while Erdrick attacksWario onYggdrasil's Altar.

Fighter Showcase Video[edit]

Trivia[edit]

  • Despite now being a playable character,Chrom still appears inPair Up and Robin's victory poses, even if Chrom is in the fight with Robin.
    • This makes Robin one of the two characters who have a separate playable character in one of their victory poses, the other beingPiranha Plant (withMario appearing in one of its victory poses).
  • Robin is the only character with no attacks that fall under thephysical supertype, with all of Robin's moves being of only the followingtypes:Sword,Magic,Throwing, andTypeless. This makes Robin the only character with no moves that can be buffed by the "Physical Attack ↑"Spirit effect.
  • Both of Robin's fighter spirits are two of only 11 fighter spirits in the game to use their in-game render for their spirit artwork instead of original artwork from their game. The other characters are both male and femalePokémon Trainer, both male and femaleWii Fit Trainer,Cloud's alternate costume fromFinal Fantasy VII: Advent Children, all threeMii Fighters, andKazuya.
  • Both the thigh armor and leg warmers around Robin's boots appear to completely vanish when looked at from the inside.[1][2] This oddity was not present in either gender'sSuper Smash Bros. for Wii U in-game models or on their officialUltimate artworks.
  • InSound Test, most characters with male and femalealternate costumes have two identicalannouncer voice clips, as placeholders to accommodate for languages with gendered nouns (for example,Inkling in Spanish is "Inkling chica" for female costumes and "Inkling chico" for male costumes). Unusually, Robin also has two announcer voice clips, even though their name is the same between genders in all languages. Furthermore,Corrin andByleth only have one voice clip each, meaning this is unique to Robin.
  • Robin is the only character who travels toMushroom Kingdom II in Classic Mode.
  • Coincidentally, the Robin puppet fighters' appearance in World of Light highly resembles future Robin's appearance when possessed byGrima inFire Emblem Awakening, especially the ones who are affiliated with Galeem, complete with red eyes.

References[edit]


v • d • e
Fighters inSuper Smash Bros. Ultimate
VeteransBayonetta ·Bowser ·Bowser Jr. ·Captain Falcon ·Cloud ·Corrin ·Dark Pit ·Diddy Kong ·Donkey Kong ·Dr. Mario ·Duck Hunt ·Falco ·Fox ·Ganondorf ·Greninja ·Ice Climbers ·Ike ·Jigglypuff ·King Dedede ·Kirby ·Link ·Little Mac ·Lucario ·Lucas ·Lucina ·Luigi ·Mario ·Marth ·Mega Man ·Meta Knight ·Mewtwo ·Mii Fighter (Mii Brawler ·Mii Gunner ·Mii Swordfighter) ·Mr. Game & Watch ·Ness ·Olimar ·Pac-Man ·Palutena ·Peach ·Pichu ·Pikachu ·Pit ·Pokémon Trainer (Charizard ·Ivysaur ·Squirtle) ·R.O.B. ·Robin ·Rosalina & Luma ·Roy ·Ryu ·Samus ·Sheik ·Shulk ·Snake ·Sonic ·Toon Link ·Villager ·Wario ·Wii Fit Trainer ·Wolf ·Yoshi ·Young Link ·Zelda ·Zero Suit Samus
NewcomersBanjo & Kazooie ·Byleth ·Chrom ·Daisy ·Dark Samus ·Hero ·Incineroar ·Inkling ·Isabelle ·Joker ·Kazuya ·Ken ·King K. Rool ·Min Min ·Piranha Plant ·Pyra /Mythra ·Richter ·Ridley ·Sephiroth ·Simon ·Sora ·Steve ·Terry
v • d • e
Fire Emblem (universe)Fire Emblem universe
FightersMarth (SSBM ·SSBB ·SSB4 ·SSBU) ·Roy (SSBM ·SSB4 ·SSBU) ·Ike (SSBB ·SSB4 ·SSBU) ·Lucina (SSB4 ·SSBU) ·Robin (SSB4 ·SSBU) ·Corrin (SSB4 ·SSBU) ·Chrom (SSBU) ·Byleth (SSBU)
Assist TrophiesLyn ·Black Knight ·Tiki
StagesCastle Siege ·Arena Ferox ·Coliseum ·Garreg Mach Monastery
ItemKilling Edge
OtherSothis
Trophies,Stickers andSpiritsTrophies (SSBM ·SSBB ·SSB4) ·Stickers ·Spirits
MusicBrawl ·SSB4 ·Ultimate
MasterpiecesFire Emblem: Shadow Dragon and the Blade of Light ·Fire Emblem: Mystery of the Emblem