Robin vs Donkey Kong

Donkey Kong Matchup (Robin)

Robin vs Donkey Kong

This page outlines how Robin can exploit Donkey Kong's large body and weak recovery by controlling pace with Thunder and Arcfire.

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Matchup Summary (Win Condition and Game Plan)

Donkey Kong can end stocks quickly once back air or cargo throw strings start, but Robin is well positioned to exploit his large hurtbox and shaky vertical recovery if the pace stays controlled. The core plan is to place Thunder variants and Arcfire at mid range, halt his approach, and convert anti-airs with fair, bair, and uair into extended landing traps. On shield, punish the clearly unsafe options such as down tilt, dash attack, fair, and uair, while refusing to brawl after safe bair or nair touches your shield. Finish stocks with Arcfire ledgetraps, Levin Sword aerials, and up smash, and value forcing repeated ledge situations over chasing too far below the stage.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldRobin OOS Candidate MovesBarely Missed Moves
Jab 15-14
  • Up B (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (12f)
  • Up Smash (12f)
  • OOS Uair (13f)
  • OOS Fair (+1)
  • OOS Dair (+2)
Jab 24-20
  • Up B (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (12f)
  • Up Smash (12f)
  • OOS Uair (13f)
  • OOS Fair (15f)
  • OOS Dair (16f)
Forward Tilt7-19/-18
  • Up B (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (12f)
  • Up Smash (12f)
  • OOS Uair (13f)
  • OOS Fair (15f)
  • OOS Dair (16f)
Up Tilt5-24
  • Up B (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (12f)
  • Up Smash (12f)
  • OOS Uair (13f)
  • OOS Fair (15f)
  • OOS Dair (16f)
Down Tilt6-11
  • Up B (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (+1)
  • Up Smash (+1)
  • OOS Uair (+2)
Dash Attack9-13
  • Up B (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (12f)
  • Up Smash (12f)
  • OOS Uair (13f)
  • OOS Fair (+2)
  • OOS Dair (+3)
Forward Smash22-17/-18
  • Up B (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (12f)
  • Up Smash (12f)
  • OOS Uair (13f)
  • OOS Fair (15f)
  • OOS Dair (16f)
Up Smash14-22
  • Up B (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (12f)
  • Up Smash (12f)
  • OOS Uair (13f)
  • OOS Fair (15f)
  • OOS Dair (16f)
Down Smash11-32
  • Up B (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (12f)
  • Up Smash (12f)
  • OOS Uair (13f)
  • OOS Fair (15f)
  • OOS Dair (16f)
Neutral Air10-5/-6
  • None
  • Up B (+3)
Forward Air18-12/-11/-12
  • Up B (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (+1)
  • Up Smash (+1)
  • OOS Uair (+2)
Back Air7-6/-7
  • None
  • Up B (+2)
Up Air6-10
  • Up B (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (+2)
  • Up Smash (+2)
  • OOS Uair (+3)
Down Air14-8/-9
  • Up B (8f)
  • Grab (+2)
  • OOS Nair (+2)
Neutral B19(+7)-33 to -19
  • Up B (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (12f)
  • Up Smash (12f)
  • OOS Uair (13f)
  • OOS Fair (15f)
  • OOS Dair (16f)
Side B20-32
  • Up B (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (12f)
  • Up Smash (12f)
  • OOS Uair (13f)
  • OOS Fair (15f)
  • OOS Dair (16f)
Up B19/25/32/40/49/55/62-37
  • Up B (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (12f)
  • Up Smash (12f)
  • OOS Uair (13f)
  • OOS Fair (15f)
  • OOS Dair (16f)
Down B12/23-15
  • Up B (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (12f)
  • Up Smash (12f)
  • OOS Uair (13f)
  • OOS Fair (15f)
  • OOS Dair (+1)
Grab8
Dash Grab11
Pivot Grab12

Win Condition Checklist

  • Use Thunder variants early to check both Donkey Kong’s grounded dash and his short-hop approach so Robin does not have to start close-range scrambles.
  • When Arcfire connects, extend with fair, uair, or grab and keep the juggle going even from center stage.
  • Out of shield, punish only the moves that truly leave openings such as down tilt, dash attack, fair, uair, and down B, then track the landing after bair or nair instead of forcing a late retaliation.
  • At the ledge, combine Arcfire and down tilt to cover neutral getup and jump, then rotate between bair and up smash to close the stock.
  • During edgeguards, stay at a height where Elwind still brings Robin back and punish Donkey Kong’s weak upward recovery and slow ledge grab rather than drifting too far horizontally.

Actions to Avoid

  • Trying to force a punish every time Donkey Kong lands a low back air on shield. The shield disadvantage is too small in many spots, so Robin often gets caught by the next swing or landing mix afterward.
  • Spending Levin Sword swings and Thunder charges too freely in center stage standoffs. Once those resources run low, Robin has far less room to keep Donkey Kong from running in behind his mobility and grab threat.
  • Chasing deep offstage for an early stock. Donkey Kong still travels far horizontally, and if Robin loses stage position on the way back the whole matchup can swing.
  • Running straight into grab after showing Arcfire. A spot dodge or back air reversal from Donkey Kong can immediately push Robin to the ledge and erase the advantage state.

Reference Links

Related Pages