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 Move | Startup | On Shield | Robin OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 3 | -13 |
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| Jab 2 | 3 | -13 |
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| Jab 3 | 6 | -18 |
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| Forward Tilt | 7 | -17 |
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| Up Tilt | 5 | -14/-16 |
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| Down Tilt | 3 | -3/-4 |
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| Dash Attack | 8/15/23 | -10 |
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| Forward Smash | 21 | -21/-20/-19 |
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| Up Smash | 10 | -33 |
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| Down Smash | 12/17/23/31 | -21/-7 |
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| Neutral Air | 5 | -3/-5 |
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| Forward Air | 8…/20 | -10/-9 |
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| Back Air | 10 | -4/-6 |
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| Up Air | 8…/15 | -6/-5 |
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| Down Air | 18 | -7/-8 |
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| Neutral B | 40—117 | -4 to +11 |
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| Side B | 18 | -28 |
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| Up B (1) | 20 | -22 |
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| Up B (2) | 1 | -33 |
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| Down B | 7 (7 is start of absorb) | -12 |
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| Grab | 6 | — | ||
| Dash Grab | 9 | — | ||
| Pivot Grab | 10 | — |
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.