Shulk 101


Community Rating:
-0.5 (Slight Disadvantage)

Professional Rating:
-0.2 (Even)

Levin Sword: Levin (if there is no Levin after a move, then the Bronze Sword also applies)

Quick Guide

  • Neutral/Advantage
    • Robin’s item respawn time in order: Elwind (7 sec), Levin (10 sec), Thunder and Arcfire tome (12 sec), and Nosferatu (40 sec).
    • Robin’s four main ways in neutral:
      • Charging Thunder tome to force an approach and jump.
      • Finding grabs to rack up damage.
      • Spacing with Jabs, Nair, SH AC Levins, Arcfire (rarely), Thunder variations, and Nosferatu command grab.
      • Killing with Checkmate, Levin Uair/Bair/Fair, or tome power throw commonly.
    • Shulk should not by jumping too much as this MU tests Shulk’s jumping habits. He should also stay within his Bair and Dtilt range against Robin because proper spacing and range (like Bair) beats Robin’s aerial attack speed and grab game. After getting the lead, Shulk should be patient and let Robin approach and overcommit.
      • Shulk can commit once Robin uses up Levins, which weakens Robin’s aerial game.
      • Shulk’s aerials can beat most of Robin’s projectiles.
      • In general, Shulk must watch out for Arcthunder’s setups. He must dodge Arcthunder, not shield it.
    • Robin loses to two main things:
      • 1. High mobility, either very high air speed to maneuver around Robin’s neutral (Jump Art) or fast ground mobility who can get in and punish quickly (Speed Art)
      • 2. Can beat Robin’s Fair and ground game (Buster Art, Shulk’s aerials, spacing and patience)
        • Buster Art spaced Bairs are excellent at poking Robin.
    • Robin struggles to land, so Shulk should juggle and force Robin off the stage with Speed or Buster Art.
    • Monado Purge total range: 88-171% (Shulk’s Rage at 0%).
  • Edgeguarding
    • Shulk should pressure and force Robin to DJ with Jump or Smash Art.
    • Elwind does not have a hitbox above Robin’s head, so Shulk should attack Robin’s head with Ledge Air Slash, Fair, Bair, and sometimes Dair. The more Shulk hits Robin’s Elwind recovery (eight or less), the closer Shulk will gimp Robin.
    • If Shulk spaces himself from the ledge just right with Buster or Smash Art, Robin is vulnerable to ledge trapping.
  • Disadvantage
    • Shulk can land away easily against Robin’s poor run speed.
    • Until at high %, Shulk should DI in Robin’s Fairs.
    • Checkmate kill % range: ~87-106% Smash, ~94-123% (Vanilla/Jump/Speed/Buster), and ~159-181% Shield.
      • Rage Rule of Thumb:
        • 50% → -3%
        • 100% → -14%
        • 150% → -23%
      • High % – DI away, and air dodge and jump away as soon as possible. Against Levin Uair, DI down and in.
    • While saving his DJ and having Jump Art, Shulk should also avoid being below Robin’s Elwind spike or stage spike.
    • Arcfire ledge trap can be a bit difficult to dodge. Shulk can ledge jump just as after Arcfire burst with the last it.
    • Against Elwind Jab, Arcfire, and Arcthunder, SDI up and away, and jump.


  • Jump, Speed, or Buster Art
    • Jump Art is the overall best Art as it is excellent at spacing and camping out Robin. Robin has very little answers to the variety of angles of approach/pressure and crossups on shield, along with tomahawk mixups. It also frustrates Robin as Robin might loses patience and starts to overcommit.
      • With Shulk at 0%, Jump Art Air Slash does not work on Robin. With Rage, it will work at ~43%.
    • Speed Art is good against Arcfire gameplay and pressuring Robin at mid-range for combos, but Robin can easily attack Shulk’s reduced SH approaches. Shulk must play grounded and walk to react to Robin’s aerials, usually by spacing with tipper Bair.
    • Shield Art should be limited. It can be used for alternating with Jump Art camping or avoiding the Checkmate kill until around 159-181%.
    • Buster Art is another great Art by spacing with retreating Bairs as long as Shulk plays safe.
  • It is important for Shulk to keep track of Robin’s tomes and Levin availability (similar to keeping track of Monado Arts). An item starts to flash if 2/3 of its durability is used. When an item is discarded, it temporarily hurts Robin’s game and makes Robin vulnerable. This will be useful for Shulk’s approaches depending on what items are left temporarily.
    • Levin Sword (8 uses | Respawns in 10 sec)
      • Robin only uses the Bronze Sword on Jabs, tilts, Nair, floor attack, and ledge attack, but Robin’s smash attacks and aerials can use either the Levin or the Bronze Sword.
      • After it is used up, Robin's smash attacks are useless, Dsmash does not hit behind Robin, aerials will not kill (thought Nair is still a gimping and combo tool), and their kill options are Arcthunder/Thoron and Bthrow.
    • Thunder/Elthunder/Arcthunder/Thoron Tome (20 uses | Respawns in 12 sec).
      • Thunders takes 1 use, Elthunder takes 3 uses, Arcthunder takes 5 uses, and Thorn takes 8 uses (1/3/5/8).
      • After it is used up, there will be more Arcfire and aerials for zoning and traps to set up kills and baits into aerials. Robin lacks a fast projectile to get Shulk off.
    • Arcfire Tome (6 uses | Respawns in 12 sec)
      • Its usage is shared with Robin’s Jab combo finisher, but both take 1 use each.
      • After it is used up, there will be more Thunder Tome attacks and aerials for zoning, and jab combo finisher disappears (will use multi-hit, so SDI is needed)
    • Elwind Tome (18 uses | Respawns in 7 sec)
      • Its usage is shared with Robin’s multi-hit Jab. Both takes 1 use, bu the multi-hit Jab takes 1 use for every two seconds.
      • After it is used up, even though Robin is unable to recovery, Elwind’s quick respawn makes up for it, thus it is rare to gimp Robin through this. Multi-hit jab also disappears, but Robin can use Arcfire jab combo finisher.
    • Nosferatu Tome (4 uses | Respawns in 40 sec)
      • The amount healed scales with the difference in damage between Robin and the opponent. If Robin hits the opponent from behind, the heal is multiplied by 1.2.
      • While it is not the best command grab, it does work against shielding habits. If Robin uses it in the air, it puts Robin into a freefall.
      • If Robin kills the opponent while having high %, Robin will most likely use Nosferatu to heal.
      • After it is used up, since it can be spammed to get its discarded tome easily, Robin can throw the tome.
    • Robin’s Discard Manipulation is an instant tome/sword grab to pick up the item (except Elwind) faster without jumping to catch it. If Robin anticipates an item drop, a quick Dtilt stalls the item drop and causes it to be dropped at ground level at the end of the tilt, allowing it to be quickly grabbed at chest-level. Good Robin players will grab every discarded tome/sword to throw, though the tomes are more brutal for killing at high %. It is beneficial for Shulk to practice his item game when he gets a tome or Levin, although Monado Arts do not affect the item’s knockback and damage (only wielding items like the Beam Sword).
      • On rare occasions, a discarded tome/sword can interrupt Shulk for a brief moment, allowing Robin to counterattack. Robin can also grab the Levin to stall until it refreshes.
        • With a discarded item, Robin can try to Jab Lock at low % such as Arcthunder → Footstool → throw down item to lock → Punish.
        • Extremely impractical at ~2-12%, but when Robin uses up an item’s durability, Shulk can use Smash Art Usmash and rely on Robin to buffer out the discarded item during the hitstun of Usmash1 with the sword hitbox. Shulk will be able to interrupt the endlag with clank-lag. Shulk will not take damage, will have less lag, and still deal hitstun enough to true combo with Air Slash [YT]
  • Robin is a defensive zoner and trapper with a unique durability system. Robin relies on winning neutral against opponent who are unfamiliar with dealing Robin’s options. In this MU, Robin wins aerial attack speed up close, so Shulk must abuse his range while destroying Robin’s projectiles with aerials. By spacing and poking Robin out with patience, Shulk also avoids Robin’s grab game and Fair/Bairs, and once Shulk gets the lead, he should let Robin approach to avoid losing the lead.
    • Shulk should stay within his Bair and Dtilt range for a better chance to react to Robin’s options (more so with Speed Art Dash Grab for Robin to unable to react). Robin’s hitboxes and threats by SolyhrFlare [Twitter]
      • (Buster Art) Spaced Bairs are effective at poking against Robin’s poor mobility. Shulk’s safer Fairs are also good at baiting Robins options. To do this, Shulk approaches and hit the top part of Robin's shield, DJ up, and use another option (air dodge or aerial).
    • Shulk also must not roll forward and jump too much when close to Robin. He cannot be aggressive against Robin.
    • One of Shulk’s goal is to make Robin use up Levins so that Shulk can aerial pressure Robin for 10 seconds.
    • Shulk should walk more instead of running, especially in Speed Art. Shulk playing at SH height should be limited.
  • Four main ways in neutral
    • 1. Charging the Thunder tome (usually to Arcthunder) to force the opponent to approach and jump, similar to Cloud’s Limit charging. This is because the Thunder variations are all horizontal spacing control tools. Due to this, one of Robin’s big goals is to force the opponent to jump.
      • If Robin’s Thunder tome is discarded, that also forces the opponent to approach.
      • Robin usually counters the approach with a shield grab, projectiles, or spacing with aerials.
      • Robin’s Vantage (or Thunder’s B-Reverse) allows Robin to turnaround out of a dash, which is used for reacting and baiting a punish (usually with a perfect shield). This can be done in the air. Robin can rack up damage or even kill.
      • Countering it
        • Shulk must not jump around too much or else he will get hit by Fair (more Fairs at low %).
    • 2. Grab opportunities to rack up damage.
      • Aside from Robin’s poor grab range, Robin has an excellent grab game because the tools forces the opponent to stay in shield. By mixing it up with Levins, Arcfire, and Thunder variations, Robin will find a way to grab because it is a bit hard to challenge those three tools. This is important for Dthrow combos, including the Checkmate at high %.
      • Robin has a Roll-Canceled Grab that basically the increase the range of Robin’s grabs (including Pivot Grab) to help compensate the poor ground mobility. To do this, Robin rolls forward and immediately cancels it with a grab with a big shine at the start. However, Robin cannot do this OoS.
      • Countering it
        • As long as Shulk spaces himself, especially when he is at high %, he will avoid Robin’s grab.
    • 3. Spacing with Jabs, Nair, SH AC Levins, Arcfire, Thunder variations, and Nosferatu command grab. Robin becomes more dangerous at mid-range, but Robin has to keep in mind of the durability of the items.
      • Jab OoS is Robin’s best grounded tool. It is a great boxing tool that is fast (F4), good range, good “get off me” tool, and safe on shield at max range. A common frame trap is AC aerial  Jab against an approach.
      • Nair can space in front and back, and can be used for tech chasing with a projectile.
      • Levin Swords are strong anti-air and shield breaking tools. Even if they are a bit slow, Robin can condition the opponent’s shield for a quick follow-up. For example, Robin’s SH FF Fair is difficult to punish because Robin will AC and Jab immediately against an approach.
        • Levin SH Uair has a lingering sourspot at Robin’s back at the end of its animation. This can catch rolls, interrupt the opponent, or used as a kill setup without landing lag
      • Arcfire is rarely used in the neutral due to the endlag, especially against a fast character.
      • Arcthunder is Robin’s most dangerous projectile. When Robin approaches or retreats a bit, Robin can B-Reverse as a surprise attack and a mind game setup. Robin can follow it up with a grab or reset neutral if the opponent ends up being close, which is why Arcthunder is mostly used at high % for the Checkmate setup.
      • Robin can counter shields with a mix of Levin Bair, tomahawk, or Nosferatu.
      • Countering it
        • The key for Shulk is spacing. Buster Art Bair spamming is excellent against Robin. It can safely beat all of Robin’s projectiles and Jabs, and is safe on shield. Since Robin’s run speed is poor, Robin struggles to punish back by the Buster Art Bairs. With proper spacing and poking, Shulk ends up trapping Robin as Robin loses the shield and gets hit or unable to punish Shulk.
        • Shulk should respect the Jab and Levin aerials baits and mixups. But once Robin loses the Levin, Robin’s anti-air game is significantly less threatening. Shulk can approach before ten seconds are up.
          • Shulk can use Utilt or spaced aerials against Robin’s Fair approach. It is possible to Air Slash OoS against Robin’s AC Fair (but only if Robin is at least 2 frames of the AC timing).
          • Against Bair, if Robin lands with Rair and rolls, Back Slash can catch Robin.
          • Robin's Dtilt is a baiting tool due to its low FAF, but it has short range. Shulk should wait for Robin's subsequent move or space Robin out.
        • Against Thunder variations
          • In general, Shulk can hold his shield against Thunder attacks, if at an adequate distance. Arcthunder and Arcfire are exceptions at close to mid range. Alternatively, Shulk’s aerials like Nair can beat Thunder and Elthunder.
            • Shulk should not dash forward or SH too much against after Thunder or else Robin will use Thunder again.
            • Elthunder is only safe from full screen, so if Shulk is close to Robin, he can shield/perfect shield it.
          • Against Arcthunder, Shulk should not roll away or shield it. Instead, Shulk should:
            • Pressuring Robin’s charge time with mobility Arts. They are great to temporarily stop an upcoming Arcthunder play. But if Shulk holds forward too much, Robin can counterattack with Thunders or Elthunders.
            • Dodge it on startup, jumping over it, or spot dodging it. Shulk can also play evasive when Arcthunder is ready.
            • Retreating Bair’s beam cancels out Arcthunder.
            • Only be allowed to get hit to be knocked away from Robin’s grab (rare counterplay).
          • Against Thoron, Shulk should stay grounded because in the air. Shulk has little options to avoid the attack while Robin can easily catch Shulk’s landings.
        • Against Arcfires, Shulk can jump over and hit Robin with an approaching aerial due to Arcfire’s endlag. Shulk’s Bair or Fair can also beat Arcfire. With a good read, Shulk can roll in only against the beginning of Arcfire, then punish with Jab or Grab.
          • In Speed Art, it is possible to run underneath Arcfire and punish Robin's endlag. For Jump Art, Shulk can jump over the Arcfire.
          • Shulk shielding (not perfect shield) the Arcfire and using Vision on the last hit will work. Using Forward Vision against Arcfire is not good because Shulk will miss.
    • 4. Killing the opponent in the neutral (Rage helps Robin even more)
      • Around mid-high % (at the spawn ledge of Final Destination)
        • Levins
          • Fsmash kills at +88%.
          • Raw Uair kills at around +93%.
          • Bair kills at +96%.
          • Dsmash kills at +117% (it does hit both sides with Levin).
      • Around high % and beyond (at the spawn ledge of Final Destination)
        • Levins
          • Checkmate (Dthrow  Uair kill starting around 96%)
          • On a side platform, Usmash kills at around +110%.
          • Fair kills at +134%.
        • Tome power throw kills at +110% (?)
        • Arcfire Jab kills at +141%.
        • Dash Attack kills at +170%.
        • Thoron kills at +177%.
      • Countering it
        • Arcthunder is more likely to be used when Shulk is at high % for the Checkmate.
  • Though a situational punish option, Robin has the worst forward roll frame data. If both characters are facing the same direction (with Shulk looking at Robin’s back), that means that when Robin tries to roll forward, Shulk has 12 frames of opportunity to punish Robin’s back with Back Slash.


  • Juggling
    • Like Shulk, Robin's aerials has limited “get off me” options (fastest being Nair and Bair at F9) and struggles to land. Robin’s landing options are limited: Thunder Charge B-Reverse mixup, early Elwind (but a risky mixup), Levin Dair, and air dodge. Once Shulk gains the advantage, he must keep up the pressure and force Robin offstage, usually with Speed or Buster Art.
    • Monado Purge is effective (95-107% with no Rage on 1st Progression).
      • JABD 2nd Progression, 88-127%, does not work at 96-106% range because Robin’s good DJ has very high acceleration, which quickly gets Robin out of range even before AD kicks in.
  • Offstage
    • Shulk should always edgeguard in front of Robin with Jump or Smash Art Fair or Bair. Shulk’s goal is to force Robin to DJ because Robin’s only defense is DJ aerial.
    • Elwind recovery has no hitbox above Robin. Robin usually recovers at an angle rather than vertically, and the recovery has a very good snapping distance from below the stage (would have to 2-Frame punish). Robin’s only hope is to weave Elwind to avoid Shulk’s punish or go high to land on stage as a landing mixup. After Robin uses Elwind, Robin can drift out similar to Captain Falcon’s Falcon Dive to mess up Shulk’s edgeguards.
      • If Shulk goes offstage, he must never get below or Shulk will get Elwind's spike (first hit). He should aim at Robin’s head.
      • If Shulk stays at the ledge
        • To be safe, Shulk’s Dair and angled down Fsmash on the ledge can be fine.
  • Ledge
    • Robin is vulnerable to ledge trapping if Shulk spaces himself from the ledge perfectly and shield with Buster or Smash Art. Shulk should watch possible counterattacks like ledge drop → DJ Fair/Uair. Ledge drop → Arcthunder is another, but it is a weak counterattack.


  • Juggling
    • If Shulk in the air, it is best to land away, which is easy due to Robin’s poor run speed. It is difficult to challenge Robin's thunder attacks or Levin aerials, and Robin’s Levin Uair is the only attack that can catch Jump Art  if Shulk lands on top of Robin.
      • In the air, Shulk must not use Vision against Robin's Levin attacks. The Levin’s three-stage hitboxes will intercept the counter.
      • Thoron is rarely used as it is meant for projectile characters (while consuming a lot of Thunder uses), but it can trap landings and intangibility options. Shulk should shield and not jump around too much.
    • If Shulk does get hit by Fair, he should DI out to avoid another Levin Fair unless he is at high %.
      • Robin can use Armsthrift (aerial variant) to continue the pressure. After the item’s last use (except Elwind), Robin will quickly use a grab or another aerial to instantly hold the item while performing a move. Robin can throw the item for more damage or kill.
    • On platforms, if Shulk shields, Robin can attack with Nosferatu or aerials. Shulk should jump away.
    • Robin’s Dthrow combos on Vanilla Shulk:
      • Jab (0-23%). Shulk can escape with jump.
      • Jab (24-44%)
      • Jab (45-62%). Jab 1 is inescapable, but full combo is not guaranteed.
      • Utilt (0-12%). Shulk can escape with jump.
      • Utilt (13-61%)
      • Nair (80-122%)
    • Robin's Checkmate True % (Dthrow  Levin Uair kill) on Shulk [96-142% normal death range]:
      • 87-106% – Smash
      • 97-120% – Buster
      • 100-123% – Vanilla/Speed
      • 103-123% – Jump
      • 159-181% – Shield
      • Rule of Thumb on Rage
        • 0% → 0%
        • 50% → -3%
        • 75% → -8%
        • 100% → -14%
        • 125% → -18%
        • 150% → -23%
      • Stage % Effect
        • BF → +6%
        • FD → 0%
        • T&C → -3%
      • Other Notes
        • Against Dthrow, Shulk must DI away, and air dodge and jump away as soon as possible. He also must not air dodge recklessly because the height and Uair can frame trap Shulk, allowing Robin to use Checkmate again. If Robin reads the air dodge, Robin can still kill with a strong punish.
        • Against Uair, Shulk must DI down and in.
        • For Shulk to avoid the Checkmate, he must space out against Robin.
    • At around 50-75%, Robin can mix it up with Dthrow → Charged Levin Fsmash. While this is usually used against characters where Checkmate does not work at all, it can be a decent option to opponent who panic and air dodge down to the charged Levin Fsmash.
    • It is situational, but Robin has a Checkmate 2.0 that requires a discarded item and Arcthunder. At high %, Robin can Arcthunder → jump over while throwing the item down to the opponent → FH Levin Uair for an even early kill (around 50%) because the opponent is sent much closer to the upper blastzone.
  • Offstage
    • Shulk must conserve his DJ while having Jump Art and trying to avoid being below Robin. If Robin is above Shulk’s head, Robin can use Elwind to spike or stage spike Shulk.
      • Robin can also use Nair to gimp Shulk, but Shulk's Fair will outrange it. Robin’s Fair and Bair can be used for a raw offense kill.
      • Robin’s Dair is a strong spike against the Air Slash recovery, but it has a lot of endlag. Robin’s Bair can stage spike.
      • Elthunder can be a strong kill move at around +101%, but Shulk can easily avoid it.
      • The Elwind Cancel is Robin running off the ledge, use Elwind’s first hit to spike a low recovery, and land back on the ledge without losing stage control. Shulk should avoid recovering low with Air Slash.
  • Ledge
    • Robin’s ledge trapping game is strong. In general, it is better for Shulk to take small hits than getting grabbed at Checkmate %.
    • This is where Arcfire is viable to use. Arcfire → Levin Uair/Fair is a great kill setup, and it is easier than Checkmate.
      • Against Arcfire, ledge roll must be avoided as Robin will punish it (unless Robin times Arcfire incorrectly. Shulk has a fast ledge roll to possibly punish Robin). Instead, Shulk can ledge jump just as after Arcfire bursts with the last hit.
      • MALS can also be used to get through Arcfire and punish Robin immediately.
    • Robin’s Bthrow (usually best with Pivot Grab) kill +198% (DI down and in).
    • The Ignis is Robin’s Arcthunder → Levin Dair, but it sends the opponent horizontally. This kills even early at the ledge, and is more well-known in Doubles. At a certain high %, it will not work because the opponent can tech when traveling along the ground and cancel the knockback.
  • If Shulk shields the Arcthunder, it is possible to tilt his shield towards it, resetting shield to neutral position while taking shield hitlag/shieldstun, and then dropping shield to roll away. If this does not work, Shulk can still try to be hit only once from dropping shield and jumping or running away.
    • Shulk should not dash and shield towards Robin so much. Instead, he should walk and hold shield towards Arcthunder so that he can use the above escape method.

Other Notes

  • Notable characters against Robin: Diddy Kong, Mewtwo, Zero Suit Samus, Bayonetta, Rosalina, Cloud, Fox, Pikachu, Sheik, Mario, Corrin, Villager, Greninja, Sonic, Marth/Lucina, Mega Man, Toon Link, Samus, Ryu, Captain Falcon, Olimar, Duck Hunt, and Dr. Mario.
  • Glide toss is possible (tomes and Levin).
  • Vision Sliding is effective against projectile users like Robin, including grounded Arcfire on reaction.
  • If a Shulk player has a jumping habit, training with a good Robin player can alleviate the problem.
  • Notable good attributes: N/A
  • Notable bad attributes:
    • Grab Range
    • Jump Squat: F7
    • Ledge Attack: 25-27 (Intangible: 1-22); FAF 56 [54th-58th]
    • Rolls: Intangible 4-18; FAF 33 [50th-52nd]
    • Run Speed: 1.15 [58th]
Author: Nach, Paradigm, TrueSapphire
Sources: Shulk Discord (including GetShulked, Grexin, Coyors, Sirknight, Mr. Hen, and more), Robin Discord’s Lab Team on the Checkmate %, Tiberius’s competitive guide, Ness Blues’ competitive guide, A Day In The Lab’s YT competitive guide, Nah’s Dthrow guide, Raziek, Mad Ice King, SolyhrFlare, ChapterLiam, and public information of the Robin community.

Robin (95)-

  • Against Elwind Jab, SDI up and away, and mash jump.
  • Against Arcfire, SDI up and away. If hit while shielding, immediately roll towards Robin to punish.
  • Against Arcthunder, SDI up, especially to avoid the Checkmate grab.
  • Against Nosferatu, mash out just like a grab.
  • Against Dash Attack kill, DI in and up.
  • Against Fair, DI away (especially at low-mid %) until at kill %.
  • Against a potential Uair kill, DI down and in.
  • Down Throw (C)
    • DI up & away, up and in for a mix up although that's very risky since Levin up air comes for your soul at around 85%. Consider DI away only at high percent because you really don't want to get hit by down throw.
  • Back Throw (K)
    • Kills at about 125 from the edge of the stage.
    • Kills at about 185% from the middle of the stage.

Information from this guide on Smashboards

Note: Robin likes platform stages and low ceiling, but not stages with fewer platforms. Robin needs space to retreat and zone the opponent.
Preferred Starters: 1) FD, 2) SV, 3) LC
Counterpicks: 1) FD, 2) SV, 3) LC, 4) DL64, 5) T&C
Ban/Strike: 1) BF, 2) T&C

Robin's Best Stages:

  • Battlefield
    • Robin’s best stage
      • Can cover and platform pressure with SHs and ACs, increasing Robin’s juggle game. Robin can trap landings with Levin Uair and Dash Grabs.
      • Boosts Robin’s zoning by having a side platform above Robin in order to cover space and restrict the opponent’s punish options. Arcfire stops aerial approaches, and the Thunder tome hinders the opponent more.
      • Robin is able to land more easily when recovering high, which helps Robin’s weakness of landing from a juggle. However, strong ground control and forcing Robin from center stage can negate this strength.
      • The bottom sides of Battlefield allow Robin to glide up and snap to the ledge more easily with Elwind recovery.
  • Town & City
    • One of Robin’s best stages
      • Earliest vertical kills out of all stages. This greatly boosts Robin’s Checkmate.
        • On the top platforms, the opponent is most likely going to shield against a Levin Uair kill. Robin can mix it up with Nosferatu.
      • Short horizontal blastzones, allowing Robin’s Fair and Jab to be more reliable at killing.
      • Can cover and platform pressure. Robin can mix it up with Uair/Fair and Nosferatu against opponent’s with a shielding habit.
    • The stage transitions to Final Destination.
  • Dream Land 64
    • Can cover and platform pressure with SHs and ACs, increasing Robin’s juggle game. Robin can trap landings with Levin Uair and Dash Grabs.
    • Boosts Robin’s zoning by having a side platform above Robin in order to cover space and restrict the opponent’s punish options. Arcfire stops aerial approaches, and the Thunder variations hinder the opponent more.
    • Robin is able to land more easily when recovering high, which helps Robin’s weakness of landing from a juggle. However, strong ground control and forcing Robin from center stage can negate this strength.
    • However, the stage has more space than Battlefield, allowing the opponent to maneuver around a bit easily.
    • Robin can get pineappled should Robin recover too inward below the stage. Also, the ledges are less forgiving.
    • The wind disrupts discarded projectiles, making it a bit more difficult to catch.

Robin's Worst Stages:

  • Lylat Cruise
    • With lowered and smaller platforms, Robin can cover and platform pressure more reliably. Even Utilt can cover a platform.
    • Robin’s Levin Uair is a bit less reliable, but still a kill move.
    • Like Battlefield, the platforms boosts Robin’s zoning for protection and offense.
    • The stage’s lips do not bother a good Robin player. After using Elwind recovery below the engine, Robin has to hold towards the ledge to snap. The only problem is when the stage tilts up.
    • When the stage tilts, Robin benefits more from the low ground with Fair.
    • Arcfire trap is more difficult to place on the ledge. Robin has to either go for aggressive edgeguards offstage or react to the opponent’s ledge options.
  • Smashville
    • Can cover and platform pressure, especially with Uair.
    • It is hard for Arcfire setups, so Robin will use more Elthunders. This hurts Robin more when the moving platform goes to the edge because the stage is treated as Final Destination.
    • While the moving platform grants an additional landing option, it is too predictable for Robin to land on it.
  • Final Destination
    • Robin’s worst stage
      • With no platforms, Robin cannot mix up their landings. Shulk can easily juggle Robin with his long disjoints by waiting and reacting.
      • Robin cannot trap the opponent easily. Arcfire can be avoided by fast characters.

Other Stages:

  • Omegas
    • Palutena’s Temple
    • Wily Castle
    • Suzaku Castle
    • Midgar
  • Duck Hunt
    • Despite being similar to Final Destination, Robin still has more landing options with the tree and bush.
    • Robin will have to focus on gaining strong control of the ground game. Robin’s Bair kill will be more used.
    • Due to the wall, Robin cannot glide up to the ledge like Battlefield, making Robin vulnerable to edgeguards above.
    • The ducks can interfere Robins projectiles and discarded tomes/swords.
  • Yoshi’s Island 3DS
    • Due to the small stage, it is hard for Robin to take center stage.
    • Levin Fair, Bair, and Uair can kill more early.
    • Can cover and platform pressure.
    • Robin can use the middle platform to help zoning with Arcfire and Thunder variations.
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VideoPlayer 1Player 2P1 CharactersP2 CharactersStagesDate
NickoDathGame 1: Shulk
Game 2: Shulk
Game 3: Shulk
Game 4: Shulk
Game 5: Shulk
Game 1: Robin
Game 2: Robin
Game 3: Robin
Game 4: Robin
Game 5: Robin
Game 1: Battlefield
Game 2: Battlefield
Game 3: Smashville
Game 4: Battlefield
Game 5: Battlefield

Last updated by TrueSapphire on August 7th, 2018 at 03:18 PM