Robin (SSB4)

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This article is about Robin's appearance in Super Smash Bros. 4. For the character in other contexts, see Robin.
in Super Smash Bros. 4

Robin Male SSB4.png

Robin Female SSB4.png

Robin SSB4.png

Universe Fire Emblem
Other Smash Bros. appearance in Ultimate

Availability Starter
Final Smash Pair Up
Tier D (37)
Robin Brings the Thunder!
—Introduction Tagline

Robin (ルフレ, Reflet) is a playable newcomer in Super Smash Bros. 4. They were confirmed during a live stream, alongside Captain Falcon and Lucina, on the official Super Smash Bros. website on July 14th, 2014. Like in their home game Fire Emblem Awakening, players can select either male and female versions of Robin, similarly to Wii Fit Trainer, Villager, and Corrin. In the English version, David Vincent, who is male Robin's first voice option in Awakening, reprises his role, while Lauren Landa voices female Robin in place of Michelle Ruff from Awakening. In the Japanese version, both Yoshimasa Hosoya and Miyuki Sawashiro reprise their roles as the voice actors for the male Robin and the female Robin, respectively.

Robin is ranked 37th out of 55 on the tier list, placing them in the D tier and tied with Samus. Robin's greatest strength is their zoning game; their tomes give them an array of useful spells and projectiles. Thunder is a versatile projectile due to having varying effects at each level of charge, Arcfire is a strong tool for traps and combo initiation, Elwind provides a highly damaging neutral infinite and is capable at edgeguarding due to being a strong meteor smash at point blank range, and Nosferatu is a self-healing grab that is very hard to escape when the opponent has a higher percentage

Robin's Levin Sword is an excellent weapon, courtesy of its great KO potential, which also extends to their aerial attacks, which, when used with the Levin Sword, have fearsome KO potential. The Bronze Sword is not to be disregarded, either; while it is immensely weak and has unimpressive range, it is always available to Robin and can easily combo. Robin's unique durability mechanic can also be used to their advantage; their depleted tomes and broken Levin Swords are surprisingly strong, which makes them unorthodox KO options.

However, Robin has numerous weaknesses. Their overall mobility is arguably the worst in the game, due to their dashing speed being the slowest in the game, and their air speed being average. Robin also has a very poor defensive game, as several moves are slow in regard to startup lag and even more so in ending lag. Robin's range is also startlingly lacking, as while the Levin and Bronze Swords provide disjointed range, they have very short reach. This not only forces Robin to trade blows frequently, but it also makes them glaringly susceptible to combos. Due to this, Robin has a severe lack of oppresive options in their moveset.

Robin's durability mechanic can massively turn against them, as the loss of any tomes puts Robin in a lot of trouble; losing Thunder leaves them unable to zone, losing Arcfire prevents them from starting combos, losing Elwind makes it very hard to recover, and losing Nosferatu prevents Robin from healing and forces the use of their poor grab.

As a result, Robin requires players to play with extreme precision, as to avoid wasting any uses of their weapons, as well as know how to play around the opponent when any weapons are broken. While Robin has previously seen use in numerous tournaments, primarily due to Nairo and Salem formerly maining them after the game's release, Robin's high learning curve and technical playstyle has given them limited tournament presence in the years following Smash 4's release. There are, however, a few notable smashers who main them, such as Dath and Mr.II, who defeated top-level players such as Larry Lurr and Nairo, respectively.


Robin is a tall, middleweight character who has very appalling mobility. Robin’s dashing speed is the slowest in the game, and their walking speed is the twelfth slowest in the game. Outside of these attributes, Robin's other traits are typical of a middleweight; their 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 their oddly decent aerial mobility compensates this to a degree.

Robin's tomes provide a myriad of spacing, pressuring, and additional damaging capabilities. Both the Thunder and Fire 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 disrupting approaches, pressuring, and chaining together attacks. In addition to the Fire tome, Robin's neutral attack involves the Wind 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.

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 their smash and directional aerial attacks when a smash input is inputted. It can be swung eight times before it breaks. Despite being vastly inferior to the Levin Sword in regards to KO potential, the Bronze Sword has combo potential due to its weaker knockback. Their neutral aerial covers both front and back sides successively, which can be useful for spacing in the air. Their down tilt can keep away grounded opponents in front of them.

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, while down throw is a reliable combo starter.

However, as previously stated, Robin suffers from numerous weaknesses, such as being the 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 their execution. Elwind leaves them vulnerable and interceptable after use, and when not properly managed or kept track of, can run out at critical times. Lastly, Robin's durability mechanic limits offensive options when either the Levin Sword or tomes are exhausted.

Robin benefits little from custom moves, with the only notable options being the Thunder variants. Thunder+ has highly increased power across all charges, the projectiles have more range, and both Elthunder and Arcthunder use up a very slightly smaller amount of durability. However, it charges slower, and has only half the durability of the original, with Thoron immediately exhausting the tome regardless of how much durability is left. Speed Thunder is, unsurprisingly, faster across all charges, regarding both the projectiles' speed and charging, but the projectiles have less range and noticeably less power. Robin's remaining custom moves have very situational advantages, to the point that they usually fail to compensate for their disadvantages.

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 their weapons' durability, intelligently respond to their opponents, and take precise offensive action for success in battle.

Update history[edit]

Robin has been noticeably buffed via updates, especially in update 1.1.0 with increased damage outputs, decreased ending lag, and larger hitboxes for certain attacks. The knockback and ending lag on his down throw were also reduced, which consequently improved its combo potential. Update 1.1.3 increased down aerial's damage output, decreased the lag for down smash and all of his aerials, and increased the sizes of the hitboxes for a few moves, most notably forward tilt. Robin also benefits from the changes on the shield mechanics in brought about by updates 1.1.0 and 1.1.1, with the high hitlag on his Levin Sword-based attacks becoming more useful and safer on shield. However, update 1.1.5 slightly nerfed Robin's neutral attack, an extremely important part of their neutral game, by having its base knockback increased. This results in his neutral infinite becoming nearly useless when the opponent properly uses directional influence at low-mid percentages, while neutral attack's first two hits' ending lag results in it failing to chain into from another neutral attack or a grab. To slightly compensate, Nosferatu comes out 1 frame faster, grabbing at frames 15-16, and has 2 less frames of ending lag when broken out of.

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Change Second hit of jab has been adjusted.
  • Buff Robin can now grab edges from behind during Elwind and its custom variations.
  • Bug fix Fixed a glitch that refreshed Robin's double jump when he used Thoron in the air.
  • Bug fix Fixed a footstool glitch allowing an infinite.

Super Smash Bros. 4 1.0.6

  • Buff Neutral infinite's knockback decreased and its hits connect together better.
  • Buff Forward tilt's "deadspot" has been partially improved.
  • Change Tomes no longer disappear upon landing on platforms.
  • Bug fix Fixed a glitch where female Robin's Levin Sword would not repeatedly flash to indicate that it was about to break.

Super Smash Bros. 4 1.0.8

  • Change Neutral infinite slightly pushes Robin backward upon completion. While this can potentially push them off a stage, the push effect can also enable them to space better.

Super Smash Bros. 4 1.1.0

  • Buff Down throw's knockback altered: 80 (base)/55 (growth) → 30/88 and its ending lag decreased: 43 frames → 37, improving its combo potential.
  • Buff Up throw deals 1% more damage: 8% → 9%.
  • Buff Forward aerial deals 1% more damage: 6.5% (Bronze)/11.5% (Levin) → 7.5%/12.5%.
  • Buff Levin Sword-based up smash's hitbox sizes increased: 3.2u → 4.3u.
  • Buff Thunder and Elthunder deal 1% more damage: 3.5% (Thunder)/9.5% (Elthunder) → 4.5%/10.5%.
  • Buff Speed Elthunder and Elthunder+ deal more damage: 5% → 5.8% (Speed), 11% → 12.7% (Elthunder+).
  • Buff All variations of Thunder, Elthunder and Arcthunder have had their ending lag decreased by 3 and 10 frames, respectively.
  • Change Elwind's movement mechanics altered.

Super Smash Bros. 4 1.1.1

  • Change First victory animation slightly changed. The Levin Sword now emits a much more visible trail when Robin swings it.

Super Smash Bros. 4 1.1.3

  • Buff Forward tilt's position changed, size increased: 4.0 → 5.0.
  • Buff Down smash IASA: Frame 62 → 57
  • Buff Neutral air's position changed, hitbox 0 and 1 size increased on both hits: 4.0 → 5.0, hitbox 2 size increased on both hits: 3.0 → 5.0.
  • Buff Neutral air landing lag: 20 → 18.
  • Buff Forward air (Levin) position tweaked, late hitbox size increased 1.5 → 2.5.
  • Buff Forward air landing lag: 20 → 18.
  • Buff Back air landing lag: 21 → 19.
  • Buff Up air landing lag: 20 → 18.
  • Buff Down air (Levin) early damage increased: 10% → 11%, both hitboxes size increased: 4.0 → 4.5.
  • Buff Down air (Levin) late hit damage increased: 5% → 8%.
  • Nerf Down air (Levin) transition from early to middle hitboxes increased: 1 → 2 frames.
  • Change Down air (Levin) non-spiking hitbox 1 angle changed: 80° → 70°.
  • Buff Down air landing lag: 28 → 26.

Super Smash Bros. 4 1.1.5

  • Change Jab 1 base knockback: 35 → 40
  • Change Jab 2 base knockback: 30/35 → 45
  • Buff Nosferatu and Distant Nosferatu have one less frame of startup.
  • Change Nosferatu and Distant Nosferatu set frame duration increased: 1 frames → 2.
  • Buff Nosferatu has less lag when broken out of (IASA 40 → 38).


  • The Bronze Sword has very minimal KO potential due to dealing low damage and significantly low knockback. It also has unimpressive reach, shorter-lasting hits and minimal freeze frames. However, its weak strength enables it to combo effectively. Conversely, the Levin Sword has significantly greater KO potential, due to it dealing significantly more damage and knockback. In addition to dealing electric damage, it has a greater reach than the Bronze Sword, freeze frames and a lingering hitbox, the latter of which deals less damage if it hits late.
  • Robin's tilt attacks solely use the Bronze Sword, while smash attacks use the Levin Sword, provided it is not broken. Aside from neutral aerial, other aerial attacks 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 in the air, the Levin Sword will be used. After using the Levin Sword for any attack, Robin will continue to use it for all directional aerial attacks until it breaks or if they use an attack that resets the equipped sword to the Bronze Sword. The attacks that switch to the Bronze Sword are neutral attack, tilt attacks, neutral aerial, dash attack, floor attacks, and edge attack.

  Name Damage Description
Neutral attack   3% 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 that deals high knockback and KOs around 170%, although it can be dodged at high percentages with an air dodge or jump; it costs 1 durability point from Arcfire. The latter is a barrage of blade-shaped blasts of wind magic that hits multiple times and ends with a blast that deals high knockback which draws from Elwind's durability; it uses up 1 durability point for every 2 seconds for a maximum duration of 18 seconds. If both tomes are depleted, Robin will only be able to use the first two sword slashes. Its fast start-up, deceptively high range and damage/KO potential makes it a go-to option on the ground and the most pivotal part of Robin's neutral game.
5% (Arcfire)
1% (Elwind loop), 2% (Elwind last)
Forward tilt   7.5% An outward turning, downward slash. Its quick speed makes it a decent spacing option, but it has poor reach and low knockback.
Up tilt   6% An inward turning, upward slash. Primarily an anti-air option, as it has almost no hitboxes at the side of Robin, and is not particularly powerful due to its low knockback. However, it can launch opponents into the air to initiate aerial combos.
Down tilt   6% A crouching, outward slash. Though short-ranged and weak, it is Robin's fastest tilt and has very low ending lag, allowing it to be used as an anti-pressure option.
Dash attack   10% (clean), 6% (late) A low-angle thrust. It boosts Robin forward on start-up and, unlike his other Bronze Sword-based attacks, it deals knockback that is strong enough to KO at high percentages. However, its high ending lag after being used makes it unwieldy.
Forward smash   Bronze: 9.6%
Levin: 16% (clean), 5% (late)
An underhanded outward thrust. A viable close-ranged punishment option, but suffers from long ending lag. This is remedied due to the Levin Sword's lingering hitbox, although this makes it unsafe if shielded. KOs around 175% with the Bronze Sword and around 100% with the Levin Sword.
Up smash   Bronze: 9%
Levin: 15% (clean sword), 10% (clean body), 5% (late)
An upward thrust. Deals mainly vertical knockback with decent power, but has high ending lag and low range (often missing opponents directly beside him). Without the Levin Sword, it has poor knockback and horizontal reach. The Levin Sword KOs around 110%.
Down smash   Bronze: 8%
Levin: 15% (clean), 12% (mid), 8% (late)
Kneels and strikes the floor via a slash with his equipped sword. The Levin Sword generates brief sparks on both sides of Robin, which can hit opponents even after getting up, thus warding off punishment attempts on either side. When coupled with the its hitbox's duration and late hit's surprisingly good knockback, the sparks also make it Robin's most reliable punish move on the ground. Its fair amount of hitlag also makes very effective against shields. However, like his other smash attacks, it suffers from high ending lag. KOs around 150% with the Bronze Sword and around 110% with the Levin Sword.
Neutral aerial   7% (hits 1-2) An inward forward slash followed by an outward backward slash. The backward slash can hit opponents if Robin fast falls from a short hop behind them. A decent spacing option, though it has low knockback. If Robin uses this move while equipped with the Levin Sword, Robin will equip the Bronze Sword again, making this Robin’s only aerial with this property. Autocancels from a short hop.
Forward aerial   Bronze: 7.5%
Levin: 12.5% (clean), 5% (late)
An upward swipe. Because of its arc, it can catch grounded opponents while in the air. A reliable spacing tool that deals a lot of damage and autocancels from a short hop. It has very poor KO potential with the Bronze Sword, but its knockback makes it easy to combo with, usually into itself, or other aerials. It has a lingering hitbox with the Levin Sword that can deal damage during the move's final frames, with the clean hit from the Levin Sword KOing around 140%.
Back aerial   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. It can hit a few frames after ending while using the Levin Sword, which can surprise opponents. It also KOs as early as 100% with the Levin Sword, making it Robin’s strongest aerial, although up aerial with the Levin Sword can KO earlier while high in the air.
Up aerial   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 Robin's most effective aerial with the Levin Sword due to its massive range and KO potential. It has lingering hitboxes with the Levin Sword. It can autocancel from a short hop. KOs around 155% with the Bronze Sword and around 110% with the Levin Sword.
Down aerial   Bronze: 7.2% (clean), 6% (late)
Levin: 11% (clean), 12% (mid, aerial opponent), 10% (mid, grounded opponent), 5% (late)
A downward slash. It also hits slightly in front of Robin. The sweetspot in the middle of the Levin Sword can meteor smash while it is swung down, while the Bronze Sword cannot meteor smash at all. The move has a lingering hitbox if the Levin Sword is used. The long recovery frames and high landing lag makes this move unreliable, and it is Robin’s only aerial that cannot autocancel from a short hop.
Grab   Wraps the opponent in a whirling stream of magic. Despite its animation, its range is below average, unlike Greninja's visually similar grab, which has an above average reach. Has fast start-up like other characters' standing grabs, but has the longest amount of ending lag of all non-tether grabs in the game, making it punishable if missed. The pivot grab has surprising reach, but slightly more ending lag than the standing grab. The dash grab has even more ending lag than the pivot grab and even less reach, giving Robin one of the worst dash grabs in the game, to the point that it is potentially on par with Ganondorf's.
Pummel   3% A small blast of magic. The second slowest pummel in the game, being surpassed only by Mii Swordfighter's pummel. Its slow speed can result in opponents potentially breaking out of Robin's grab at low percentages before Robin can throw after a single pummel first. However, it becomes safer to use at higher percentages.
Forward throw   8% Magically shoves the opponent forward. Virtually no utility outside of dealing damage, as its incredibly low knockback makes it unable to KO at reasonable percentages, while its high ending lag makes ineffective as a set-up option.
Back throw   11% Turns around and magically tosses the opponent backward. Robin's strongest throw, with very high base knockback and decently high knockback growth, KOing even some heavyweights at around 170% near the edge without rage. It can also be used reliably for throwing the opponent out of his reach to charge Thunder.
Up throw   9% Magically heaves the opponent upward. Like forward throw, it is only suitable for dealing damage due to its problematic knockback, which results in it being unable to KO at reasonable percentages and lacking any potential as a set-up option.
Down throw   6% Magically slams the opponent onto the ground, launching them vertically. Its extremely low base knockback and low ending lag makes it an excellent combo starter at almost any percentage. Its low hitstun until high percentages, however, prevents true combos into moves other than his neutral attack and up tilt. However, at high percentages, Robin can follow up with an up aerial for a safe KO; when performed correctly within the proper percent window, this combo is inescapable for every character except Bowser and Charizard. This combo is referred to by players as the "Checkmate".
Floor attack (front)   7% Swipes forward with the Bronze Sword, then backward.
Floor attack (back)   7% Swipes backward with the Bronze Sword, then forward.
Floor attack (trip)   5% Slashes with the Bronze Sword backward, then forward.
Edge attack   7% Performs a thrust with the Bronze Sword while climbing up.
Neutral special Default Thunder 4.5% (Thunder), 10.5% (Elthunder), 3% (Arcthunder hit 1), 1% (Arcthunder loop, 6 hits), 1% (Arcthunder last), 2.6% (Thoron loop, ~4 hits, ~7 hits boosted) Robin casts thunder magic from his Thunder tome. It is a chargeable projectile with distinct properties for each charge level: Thunder (a fast, weak, and short-ranged spark) is produced when the move is uncharged, followed by Elthunder (a yellow, stronger ball of lightning with more range), which is cast when briefly charged, then Arcthunder (a red, gradually accelerating and multiple hitting sphere), and finally Thoron (a powerful, long-ranged electrical energy beam that can stretch across the length of any stage; holding the special button also increaaes the beam’s damage and length) when fully charged. Each of them has its uses: Thunder and Elthunder can be used as an anti-pressure option, Arcthunder can be used for briefly trapping opponents for a free follow-up and has some off-stage KO potential, and Thoron has the highest KO potential of all of its versions, also making it useful if Robin’s tome is about to expire. Takes ~3 seconds to fully charge.
Custom 1 Thunder+ 5% (Thunder), 12% (Elthunder), 5% (Arcthunder hit 1), 1.2% (Arcthunder loop, 6 hits), 1.2% (Arcthunder last), 3.5% (Thoron loop, ~6 hits, ~9 hits boosted). Robin casts bigger, stronger thunder magic that goes a little farther and comes out a little slower. The tome charges slower (~4 seconds) and has less durability.
Custom 2 Speed Thunder 2% (Thunder), 5% (Elthunder), 2.5% (Arcthunder hit 1), 1% (Arcthunder loop, 5 hits), 10% (Thoron) Robin casts faster, smaller, weaker thunder magic that goes farther. The tome charges faster (~2 seconds). Arcthunder hits 6 times instead of 8. Thoron is now one hit, and only it’s length can be boosted. Tome durability is the same as Thunder.
Side special Default Arcfire 1% (fireball), 1% (pillar, 6 hits), 4% (explosion) Robin casts fire magic from his Arcfire tome. It creates a tiny fireball that travels diagonally downward from above their head and bursts into a pillar of flame on impact. It is primarily useful for disrupting approaches and capitalizing on the opponent's reaction, while it can also be used for edgeguarding, either by directly attacking the opponent or covering the edge as they attempt to grab it.
Custom 1 Arcfire+ 2% (fireball), 8%/7% (explosion) Uses a slower, stronger tome to cast Arcfire. Creates a large single-hit explosion with decent knockback in lieu of the usual flame pillar, and gives the fireball more horizontal reach, but the attack is slower. The projectile will vanish if it doesn’t strike a surface by th time it just reaches below Robin’s feet. Robin doesn’t say “Arcfire” when casting.
Custom 2 Fire Wall 7% (pillar) Creates a larger pillar which sticks around longer and offers mild protection against attacks. The fire is also cast directly in front of Robin, and is sent almost directly downwards in the air. Casting is significantly faster. Robin does not say “Arcfire” when casting.
Up special Default Elwind 7% (hit 1 clean), 5% (hit 1 late), 5% (hit 2) Robin casts wind magic twice below himself from an Elwind tome, which propels them into the air. The first hit can meteor smash aerial opponents directly beneath, while the late hit can set-up for the second hit, which launches the opponent too far to counterattack Robin. When Elwind is depleted, Robin will have no means of recovery for 6 seconds, which can prove disastrous if the tome’s uses are wasted. Robin is also left without protection from above when used, making them easy to gimp.
Custom 1 Soaring Elwind 5% (hit 1), 5% (hit 2) The first gust is slightly weaker and doesn’t meteor smash, but the second gust, with more startup lag, sends Robin considerably higher. Horizontal movement is decreased slightly.
Custom 2 Gliding Elwind 7% (hit 1 clean), 5% (hit 1 late), 5% (hit 2 clean), 4% (hit 2 late) Robin casts the first gust diagonally down behind them, providing more horizontal distance than vertical, while the second gives a lower amount of vertical height than the standard spell.
Down special Default Nosferatu 0.8% (per hit) (up to 19 hits) Robin casts Nosferatu on a nearby opponent to drain their health and heal Robin. Inflicts constant damage and cannot be shielded due to acting like a command grab. Victims can end the move sooner by button mashing, but like normal grabs, being at a higher percent decreases their chance of escaping (~120% will always perform 19 hits). Slightly more energy is drained if striking someone from behind, and Robin drains more energy the higher their damage percentage is compared to the opponent’s. Robin and the victim are vulnerable throughout the move’s use, and Robin will be left helpless if the move ends midair. It can also be used as a sacrificial KO.
Custom 1 Distant Nosferatu 0.6% (per hit) (up to 19 hits) Grabs opponents farther away instead of at close range, but deals less damage, heals less and is slower.
Custom 2 Goetia 1% (per hit), (up to 19 hits) Robin casts Goetia, the strongest dark tome in Fire Emblem Awakening. Deals more damage and sucks in opponents, but does not heal Robin and has much slower start-up. Robin does not say “Nosferatu” when casting.
Final Smash Pair Up 3%/2% (hit 1), 2% (hits 2-14), 14% (hit 15) Summons Chrom via warp magic to pair up and attack. Chrom slashes the opponent upward into the air and then he and Robin relentlessly attack the opponent, with Chrom repeatedly slashing with Falchion, while Robin casts thunder and fire magic, including Bolganone. After they finish their barrage, they perform a final simultaneous strike that spikes the opponent to the ground, which deals enough recoil to launch them towards the upper blast line. It KOs at 45% and also fully replenishes all of Robin's weapons.

Durability system[edit]

Robin has a unique character mechanic: true to the Fire 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, with each weapon having a unique durability value. 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 weapon that was used, provided they are not depleted. As an additional visual indicator for durability, weapons that have been depleted by two-thirds will flicker. Once a depleted weapon is restored, Robin will perform a unique animation of the weapon appearing in both hands with a flash of light, provided that he is standing completely still; tomes appear in Robin’s left hand as it is held up in the air, while the Levin Sword reappears in Robin’s right hand as they flick it in a manner similar to one of their idle poses.

If Robin fully depletes a weapon, it will be thrown away behind them. In the case where Robin is sent flying by knockback immediately after depleting a weapon, he will drop the used weapon on the spot before getting knocked back himself. 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 his tomes deal 18% when smash thrown, making both attacks potent surprise KOing options due to their high base knockback. If Robin does not have the proper tome for corresponding special the 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 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, with their restoration times varying on their type. When Robin scores a KO, it reduces the respawn timer for all currently-regenerating weapons by a small amount. Respawn times are unaffected by custom movesets.

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 replenishes all weapons, as does Pair Up, though only if it is used successfully.

  • Thunder has 20 durability points, though its custom variation, Thunder+, has 10 durability points. Even if the tome has less durability than the spell requires, it can still be performed, though the tome will be immediately depleted afterward. Thunder respawns 10 seconds after being depleted, minus 1.5 seconds per KO.
    • Thunder uses 1 durability point in both its regular form and Thunder+ variants.
    • Elthunder uses 3 durability points in its regular form and 2.5 durability points in its Thunder+ variant.
    • Arcthunder uses 5 durability points in its regular form and 4.5 durability points in its Thunder+ variant.
      • Because of this, Thunder+ can not only get a third Arcthunder out per tome, but cast two and just barely leave room for a Thoron.
    • Thoron uses 8 durability points in its regular form and 10 durability points in its Thunder+ variant.
      • Because of this, Thunder can execute 3 Thorons per tome, while Thunder+ can only execute 1. Saving a Thoron right before a Thunder+ tome is depleted can get the most out of it.
      • If Kirby copies Robin, he will lose the Copy Ability altogether once he depletes his Thunder's 20 durability points.
  • Arcfire has 6 durability points. Arcfire and his neutral attack hit 3 use 1 durability point each. Arcfire respawns 10 seconds after being depleted, minus 1 second per KO.
  • Elwind has 18 durability points. Elwind uses 2 durability points and his neutral infinite uses 1 durability point for every second. It respawns 6 seconds after being depleted, minus 2 seconds per KO.
  • Nosferatu has 4 durability points. It respawns 40 seconds after being depleted, minus 1 second per KO.
  • Levin Sword has 8 durability points. It respawns 6 seconds after breaking, minus 3 seconds per KO.

On-screen appearance[edit]

  • Warps onto the stage using warp magic.


  • Up taunt: Points the active sword upwards and says, "Let's tip the scales!" (戦局を変える., I'll change the state of war.). Female Robin says, "Time to tip the scales!" (戦局を変えます., I'll change the state of war.)
  • Side taunt: Magically suspends the active sword and tome above both hands, rotates the sword in place and flips through the tome's pages using magic, and says, "Prepare yourself!" In Japanese, male Robin says 覚悟はいいかい?, (Are you prepared?), while female Robin says 覚悟はいいですか?, (Are you prepared?)
  • Down taunt: Magically encircles themself with the active sword and tome and says, "You're not ready!" (やってやるさ., Let's do it then.) Female Robin says, "Here I go!" (いきますよ!, Let us go!)
Up taunt Side taunt Down taunt
RobinUpTauntSSB4.jpg RobinSideTauntSSB4.jpg RobinDownTauntSSB4.jpg

Idle poses[edit]

  • Looks at the active tome.
  • Slowly waves the active sword in front of themself with a flourish.
RobinIdlePose1WiiU.jpg RobinIdlePose2WiiU.jpg

Crowd cheer[edit]

English Japanese
Description Ro-bin! Ru-fu-re!
Pitch Group chant Group chant

Victory poses[edit]

An orchestral excerpt of the title theme from Fire Emblem: Shadow Dragon and the Blade of Light, which has since become the main theme of the Fire Emblem series.
  • Crosses arms with weapons in hand, then spins clockwise and swings the Levin Sword. Male Robin says "I'm always three steps ahead." In the Japanese version, he says 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." In the Japanese version, she says 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.)
  • Holds the Thunder tome in left hand and spreads out right arm. Male Robin says "The key to victory lies within." In the Japanese version, he says 勝利の秘策はここにある (The secret to victory is here.) Female Robin says "Ha! Checkmate." In the Japanese version, she says 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." In the Japanese version, he says ルキナ、痛くなかったかい? (Lucina, are you hurt?)
  • Robin and Chrom face the screen while back to back, posing with their weapons. Male Robin says "It seems our fates are joined." In the Japanese version, he says 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." In the Japanese version, she says 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?" In the Japanese version, she says 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 used Pair Up during the match, Chrom will sometimes say "My strength is yours!" In the Japanese version he says お前は俺が守る! (I'll protect you!), the same quote Chrom shouts when a unit pairs up with him in Awakening. Oddly, this clip is unavailable in the Sound Test.
Male MaleRobinPose1WiiU.gif MaleRobinPose2WiiU.gif MaleRobinPose3WiiU.gif
Female FemaleRobinPose1WiiU.gif FemaleRobinPose2WiiU.gif FemaleRobinPose3WiiU.gif

In competitive play[edit]

Official Custom Moveset Project[edit]

Character Custom sets available
RobinHeadSSB4-U.png Robin 2111 3111 2311 3311 1311
2132 3132 1132 3113 3131

Notable players[edit]



Tier placement and history[edit]

Opinions on Robin's viability have fluctuated during SSB4's metagame. At first, he would be considered a high-tier character due to strong projectiles and keep away games, as well as high KO power thanks to the Levin Sword and back throw's immense power. Even so, a small number of players argued against him that his mobility was too slow for him to accomplish a lot, combined with poor grab game, weak projectiles that took too long to charge and could be cancelled out by pretty much any other projectile, mediocre recovery, and having a limit to how many times he could use many moves before becoming virtually helpless, Robin was considered a low-tier character, and many smashers would slowly start to drop him in favor of another character (such as Xzax with Mario and Nairo with Zero Suit Samus). Eventually, the latter opinion would slowly start to become more prominent, until game updates notably buffed Robin over the course (particularly 1.1.0 and 1.1.1, which granted Robin better shield pressure and a combo throw). This, combined with slow improvements to his metagame, and decent results from a small number of dedicated smashers such as Dath, Jerm and Mr.II, opinions on Robin would improve slowly, and they would eventually break with the consensus of being a low-tier character after a player managed to take a game from ZeRo's Sheik (the best SSB4 player in the world using who was considered to be the best character in the game) in a tournament using Robin, being ranked at 31st on the first 4BR tier list, assessing him as a mid-tier character.

Despite Robin’s results remaining below average, as well as the introduction of Corrin and Bayonetta, Dath would place 3rd at Shine 2016, which was notable enough for Robin to maintain his ranking of 31st on the second tier list. Even so, Robin has lately seen worse results, and was thus ranked 34th on the third tier list, and his lack of a relatively large playerbase in comparison to other mid-tier characters, such as Bowser, has significantly deterred him from rising any further on the tier list, rather dropping to 37th on the fourth and current tier list, sharing the spot with Samus. When coupled with his high learning curve, it is unknown how Robin's tournament representation will fare in the long run, particularly due to their tournament success dropping after summer 2016 to this day.

Reveal trailer[edit]


Ntsc Super Smash Bros. for Nintendo 3DS This is the male Robin, your avatar in Fire Emblem Awakening. The goal of this adventure doesn't change much because of your gender choice, but Robin's marriage options do. In Smash Bros., Robin brings powerful magic and swordplay to bear. He can exhaust his moves, but they'll be restored over time.
Pal When Robin is found at the start of Fire Emblem Awakening, he (or she!) discovers that, even without his memories, he is a master tactician. In this game, his attacks are powerful, but in true Fire Emblem style, how many times his magic can be used is limited. This also applies to the thunder magic his sword is imbued with.
3DS: Fire Emblem Awakening (02/2013)
Robin (Alt.)
Pal Robin's magic is powerful, but in return, its uses are limited. You can charge Thunder in steps, and when it's fully charged, it turns into Thoron, increasing its speed and dealing more damage. Arcfire creates a flame pillar when it hits something. Use it on an opponent who's clinging to an edge to stop them getting back on the stage.
3DS: Fire Emblem Awakening (02/2013)
Pair Up
Pal Like the Pair Up feature in Fire Emblem Awakening, which lets two characters attack a foe at once, Robin's Final Smash calls Chrom, the Prince of Ylisse, to the battlefield. First, Chrom dashes forwards, and if he lands a hit, Robin joins him for a flawless combination of attacks. It can even catch multiple opponents at once!

In Event Matches[edit]

Solo Events[edit]

Co-op Events[edit]

Alternate costumes[edit]

Robin Palette (SSB4).png
RobinHeadSSB4-U.png RobinHeadFemaleSSB4-U.png RobinHeadGreenSSB4-U.png RobinHeadRedSSB4-U.png RobinHeadBlueSSB4-U.png RobinHeadOrangeSSB4-U.png RobinHeadWhiteSSB4-U.png RobinHeadPinkSSB4-U.png



SSB4-3DS - Robin Levin Sword Item.pngSSB4-WiiU - Robin Levin Sword Item.png
Robin wielding the Levin Sword as an item
alongside the Bronze Sword.
  • When Robin's Levin Sword breaks, it can still be caught and carried around as a throwing weapon. While Robin is still holding it, they can gain another Levin Sword in the other hand after 6 seconds, making it look like two Levin swords are being held.
  • Robin will hold their open hand out as if they were holding a tome even after discarding one. If Thunder is fully charged prior to tossing a different tome, the empty hand will still emit electricity indicating the tome's full charge.
  • Robin is the only playable Fire Emblem character in the Super Smash Bros. series without a counterattack. They are also the only Fire Emblem character with a neutral special move that automatically charges, can be stored, and can be canceled.
  • Robin’s official artwork on the website uniquely features both genders standing side-by-side. This is not the case for any other characters whose alternate costumes change their gender.
    • In-game, only solo portraits of Male and Female Robin are used (with Male Robin also being the basis for their amiibo)

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