Robin shoots a giant ball of fire, which will consistently damage whomever it strikes, similar to Ness' PK Fire (however unlike PK Fire, it is not required to connect with the opponent in order to cause the pillar of flames). Like all of his tomes, however, it can only be used a certain amount of times. Fire tome has a durability value of 6 and it respawns after roughly 10 seconds. Arcfire shares tome uses with Robin's Standard Combo. At sudden deaths, Arcfire can KO by itself.
Arcfire can deal a maximum of 9 hits. 1% each weak hit, 4% last and stronger one. If all hits land, it will deal 13%.
Robin's side special Arcfire is an excellent edge-guarding tool; proper spacing will ensure the fireball lands right on the edge, forcing most opponents to roll onto the edge where Robin can punish with a smash attack. The move can be great for putting on damage or blocking enemy projectiles or advances as well, but once again it shouldn't be overused or the number of uses will expire. Additionally it can be used for combos as well, as the upwards launch combos into many of Robin's powerful aerial attacks.
|Robin's Special Moves|
|Standard Special||Thunder Magic|
|Final Smash||Pair Up|
- Longer range
- Zoning tool
- Greater launch
- Doesn't work as a combo tool
- Poor for edgeguarding and ledge traps
- Longer starting lag
Arcfire+ has longer range and when it touches the ground or an opponent it explodes rather than creating a pillar of flames; this makes it less useful in combos as it launches opponents right away instead of causing the hitstun that the default variation does, making it difficult to follow up. The move launches opponents farther and this in addition to the range on it makes better for zoning than the default variation. Since it does not create a pillar of flames, it is ill-suited for edgeguarding and setting up ledge traps since it cannot force opponents into taking a ledge option. The move also has longer starting lag, so it is easier to interrupt before the projectile is launched.
Fire Wall (ファイアーウォール) is one of Robin's Side Special Moves that can be used via customization. Robin can cast a giant flame pillar which does less damage and has much less range but can guard him against attacks.
- Less starting lag
- Faster projectile
- Greater vertical range
- Can be used to attack from above
- Good for edgeguarding and setting up ledge traps
- Good defensive move, blocking enemy projectiles and halting their advance
- Less horizontal range
- Less suitable for combos
- Less damage
The Fire Wall custom variation is useful for more defensive maneuvers than offensive. It has less starting lag and the projectile is very fast, but it has severely less horizontal range, landing right in front of Robin. Alternatively, it has impressive vertical range, allowing Robin to use it to bombard enemies from above. The move deals less damage and is less suitable for combos but still has its uses on the edge of a stage, working as a ledge trap to force opponents into choosing a ledge option that Robin can punish easily. Fire Wall is also a good defensive move, blocking enemy projectiles and halting enemy approaches from the ground, forcing them into the air for a quick punish with one of Robin's many powerful aerial attacks.
|Robin's Custom Special Moves|
|Custom 1||Custom 2|
|Standard Special||Thunder Magic+||Speed Thunder|
|Side Special||Arcfire+||Fire Wall|
|Up Special||Soaring Elwind||Gliding Elwind|
|Down Special||Distant Nosferatu||Goetia|