Robin vs Ness

Ness Matchup (Robin)

Robin vs Ness

Robin vs Ness is most stable when Robin denies direct PK Fire entries with thunder and Arcfire spacing, then converts ledge pressure and Ness's weak recovery into stocks.

This page is not in your favorites.

Matchup Summary (Win Condition and Game Plan)

Ness becomes dangerous the moment PK Fire, nair, uair, or grab gets him into point-blank pressure, so Robin struggles badly if the fight collapses into a simple front-facing scramble. Robin should instead create that one extra step of space first with Thunder charge, Arcfire, and sword placement, stopping the dash or jump before Ness gets to begin his close-range sequence.
The table shows that jab 1-3, forward tilt, up tilt, dash attack, every smash attack, fair, Side B, Up B (1)(2), and PSI Magnet are all punishable on shield by Up B (8f), grab (10f), or OOS nair (10f), with stronger Levin Sword follow-ups available when the spacing is clean. By contrast, down tilt, nair, bair, uair, and Neutral B often do not give a stable instant answer, so Robin should not rush out of shield just because the move touched him once.
Robin does not have to finish this matchup only through center-stage neutral. Ness remains vulnerable once he is sent offstage, so Thunder, Arcfire, fair, and bair can divide the PK Thunder route and the ledge re-entry. The cleanest wins come from keeping enough resources to deny the next entry, then cashing out from ledge or recovery pressure instead of overextending.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldRobin OOS Candidate MovesBarely Missed Moves
Jab 13-13
  • Up B (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (12f)
  • Up Smash (12f)
  • OOS Uair (13f)
  • OOS Fair (+2)
  • OOS Dair (+3)
Jab 23-13
  • Up B (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (12f)
  • Up Smash (12f)
  • OOS Uair (13f)
  • OOS Fair (+2)
  • OOS Dair (+3)
Jab 36-18
  • Up B (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (12f)
  • Up Smash (12f)
  • OOS Uair (13f)
  • OOS Fair (15f)
  • OOS Dair (16f)
Forward Tilt7-17
  • Up B (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (12f)
  • Up Smash (12f)
  • OOS Uair (13f)
  • OOS Fair (15f)
  • OOS Dair (16f)
Up Tilt5-14/-16
  • Up B (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (12f)
  • Up Smash (12f)
  • OOS Uair (13f)
  • OOS Fair (+1)
  • OOS Dair (+2)
Down Tilt3-3/-4
  • None
Dash Attack8/15/23-10
  • Up B (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (+2)
  • Up Smash (+2)
  • OOS Uair (+3)
Forward Smash21-21/-20/-19
  • Up B (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (12f)
  • Up Smash (12f)
  • OOS Uair (13f)
  • OOS Fair (15f)
  • OOS Dair (16f)
Up Smash10-33
  • Up B (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (12f)
  • Up Smash (12f)
  • OOS Uair (13f)
  • OOS Fair (15f)
  • OOS Dair (16f)
Down Smash12/17/23/31-21/-7
  • None
  • Up B (+1)
  • Grab (+3)
  • OOS Nair (+3)
Neutral Air5-3/-5
  • None
Forward Air8…/20-10/-9
  • Up B (8f)
  • Grab (+1)
  • OOS Nair (+1)
  • OOS Bair (+3)
  • Up Smash (+3)
Back Air10-4/-6
  • None
Up Air8…/15-6/-5
  • None
  • Up B (+3)
Down Air18-7/-8
  • None
  • Up B (+1)
  • Grab (+3)
  • OOS Nair (+3)
Neutral B40—117-4 to +11
  • None
Side B18-28
  • Up B (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (12f)
  • Up Smash (12f)
  • OOS Uair (13f)
  • OOS Fair (15f)
  • OOS Dair (16f)
Up B (1)20-22
  • Up B (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (12f)
  • Up Smash (12f)
  • OOS Uair (13f)
  • OOS Fair (15f)
  • OOS Dair (16f)
Up B (2)1-33
  • Up B (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (12f)
  • Up Smash (12f)
  • OOS Uair (13f)
  • OOS Fair (15f)
  • OOS Dair (16f)
Down B7 (7 is start of absorb)-12
  • Up B (8f)
  • Grab (10f)
  • OOS Nair (10f)
  • OOS Bair (12f)
  • Up Smash (12f)
  • OOS Uair (+1)
  • OOS Fair (+3)
Grab6
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • Use Thunder charge, Arcfire, and sword placement to stop Ness before PK Fire or close-range aerials can start his pressure sequence.
  • After blocking jab 1-3, forward tilt, up tilt, dash attack, any smash attack, fair, Side B, Up B (1)(2), or PSI Magnet, punish with Up B (8f), grab (10f), OOS nair (10f), OOS bair (12f), or up smash (12f) when spacing allows.
  • Do not force instant retaliation on down tilt, nair, bair, uair, or Neutral B when the punish is unstable. Close the next path instead.
  • Preserve Levin Sword and tomes for the turns that actually stop Ness’s entry or end the stock, rather than spending them loosely in small scrambles.
  • Once Ness is offstage, split PK Thunder and ledge re-entry with Thunder, Arcfire, fair, and bair, while switching back to ledge trapping whenever the deeper chase is not clearly winning.

Actions to Avoid

  • Respecting PK Fire so passively that Ness gets to start his dash and aerial pressure from the exact range he wants.
  • Trying to punish every down tilt, nair, bair, uair, and Neutral B immediately out of shield and handing the close-range scramble back to Ness.
  • Burning Levin Sword and tomes too casually, then being forced to fight point-blank with bronze sword when Ness finally gets in.
  • Chasing too deep offstage and letting bair or PK Thunder body hit flip the edgeguard back onto Robin.

Reference Links

Related Pages