Neutral Attack / Special | Press the attack or special button only without using the Circle Pad. |
Side Attack / Special | Hold the circle pad to the left or right then press the attack / special buttons |
Down Attack / Special | Hold the circle pad down and press the attack / special buttons |
Up Attack / Special | Hold the circle pad up and press the attack / special buttons |
Up/ Side / Down Smash | Hold the circle pad to the corresponding direction and press the attack button at the same time. Smash attacks can be charged. It can be released prematurely or the character will release it after charging the move enough. |
Dash Attack | Tap left or right to dash then press the attack button. |
Air Attacks | Similar to basic attacks and specials, most characters perform different air attacks by using similar button and circle pad combinations. |
Recovery | This is the recommended move to get back to the edge of the stage ledge if ever you get blown off but not KO'd |
Final Smash | After successfully destroying a Smash Ball, press and hold the special button to unleash your character's Final Smash attack. |
Basic Attacks
Robin slashes twice. If the slashes connect, he/she will summon a small wind blade that will hit the opponent multiple times. If the two slashes miss, Robin will make a small fireball blast in front of him.
A standard forward slash.
An upward sword thrust
A low slash
Dash Attacks
Robin stops his/her dash with a knee-high sword stab.
Smash Attacks
Robin lunges forward with a lightning-imbued sword
Robin stabs upward with a lightning-imbued sword
Robin slashes downward to the ground.
Special Attacks
This move has four variations, depending on how long you charged the move. Charging doesn't require holding the Special button. Robin will charge on his/her own, until you press the Special button again to release the stored energy or if you rolled/evaded. The default version is Thunder which deals small damage and travels at a short range. Take note that using this move consecutively will “burn out” Robin's spell book. When that happens, you can't use the move for a few moments until Robin gets a new book automatically.
When charged for about a second, Thunder turns to Elthunder that becomes a ball of lightning that travels farther.
When charged for a few more seconds, Elthunder turns into Arcthunder. When an opponent gets hit by this move, he/she will get trapped in a lightning cross, leaving him/her vulnerable for a follow up attack.
The most powerful variation of the move, this requires a full charge. When released, Robin fires a very fast lightning beam that deals heavy damage and good launching power.
Robin casts a fireball on the ground in front of him/her. When this flame erupts, opponents who gets caught inside the fire will suffer multi-hit damage and will be trapped for a few moments, leaving them vulnerable for follow up attacks.
Robin boosts himself/herself up by casting wind blades downward. This can be used in mid-air to further increase your jump height. The two wind blades cast can also hit enemies below. Robin will also be in freefall status after using this but you can still control where he/she will drop.
As the namesake of a popular vampire, this move allows you to drain the life force of your enemies. This move damages your opponent while healing you.
Air Attacks
Robin performs a couple of basic slashes on both sides.
Robin slashes to the front.
Robin stabs diagonally to the back.
Robin performs an overhead slash.
Robin slashes downward
Final Smash
Pair Up
Chrom appears on the stage and dashes horizontally. Any opponent caught along the path of Chrom's dash get's launched in the air. Chrom then pairs up with Robin for a tandem combo attack.
Recovery
Robin has no horizontal recovery so he/she will have to rely on Elwind for both horizontal and vertical recovery. The only problem is that like other spell books in his possession, using Elwind consecutively will “burn out” the book which will prevent him/her from using the spell again until the spell book is restored. This move also leaves Robin in a freefall state so you have to carefully plan when and where you'll use this.
Robin is a good, average-weight fighter with a very versatile moveset. His/her various spells allows him/her to excel in close-quarters, mid-range, and long-range combat. At close range, his trusty sword becomes a lightning-imbued “Levin” sword that deals additional damage, especially during Smash attacks. Robin's Thunder has four variations that can be used in different ranges. Charging up the move itself doesn't require holding the special button and when fully charged, Robin stores the energy until it is released. Thunder's third variation, Arcthunder and Arcfire can trap opponents for a few moments while damaging them and leaving them vulnerable for a follow up attack. Nosferatu serves as both defensive and offensive move that heals your damage while inflicting damage to your opponent at the same time. Robin's aerial attacks doesn't do much. His/her only recovery move is Elwind which can also damage enemies below. When playing as Robin, adjust your attacks accordingly and don't risk fighting in the air offstage since you'll be at a disadvantage with Robin's poor aerial combat capability and lack of reliable recovery moves.