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m (Scanman moved page Robert 02 to The King of Fighters 2002/Robert: moving 2002 Robert page to be a subpage) |
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* f + A (Overhead if not cancelled into.) | * f + A (Overhead if not cancelled into.) | ||
* b + A | * b + A | ||
* f + B | * b / f + B | ||
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* dp + P | * dp + P | ||
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==Notes== | ==Notes== | ||
===Cancellable moves=== | |||
* Close: A, B, C, D (1) | |||
* Far: - | |||
* Crouch: A, B, C, D | |||
* Jump: C, D | |||
* | * CD is cancellable into command moves, specials and DMs | ||
* f + | * b / f + B is cancellable. | ||
* | * f + A is cancellable (on air attacks) only when you cancel into it. | ||
===Super cancellable moves=== | |||
* dp + P (1) | |||
===Free cancellable into moves=== | |||
* | * '''dp + P''' | ||
* | * air qcb + K | ||
=== Free cancellable out-of moves=== | |||
* | * f + A | ||
* | * b + A (When you cancel into it) | ||
* | * '''dp + C (2)''' | ||
* | * Close, hcf + K (1-3) | ||
* | * f b f + K (Last hit.) | ||
===Moves with Invincibility=== | |||
* dp + C (Full: startup (last part) & active (1st part).) | |||
* hcf + K (Full: startup (1st part).) | |||
* DM f hcf + P (Full: startup (1st part).) | |||
* DM qcf qcf + K (Full: startup (1st part).) | |||
* DM qcf hcb + P (Full: startup. Lower: active.) | |||
* SDM qcf hcb + AC (Full: startup. Lower: active.) | |||
* HSDM qcf hcb + BD (Full: startup.) | |||
=== Moves with autoguard=== | |||
(none) | |||
===Other Notes=== | |||
* D throw is a backturned hard knockdown | * D throw is a backturned hard knockdown | ||
==Combos== | ==Combos== | ||
=== | ===Basic Combos=== | ||
* | * cr.B, cl.B > | ||
** '''dp + A {20%}''' | |||
** dp + C (1) >> DM qcf hcb + C {50%} | |||
* cl.D (1) > | * cl.D (1) / cl.C > | ||
** hcf + K, | ** hcf + K, | ||
*** f + B > (Out of the corner must walk a little) | *** b / f + B > (Out of the corner: must walk a little.) | ||
**** DM qcf qcf + B | **** DM qcf qcf + B | ||
**** dp + C | **** dp + C | ||
*** '''f b f + K ( | **** f b f + K (Corner) {45%} | ||
*** '''f b f + K (Out of the corner: must walk a little & timming required.)''' | |||
*** '''CD''' | *** '''CD''' | ||
** f + B | ** b / f + B | ||
*** '''DM qcf hcb + C {45-50%}''' | *** '''DM qcf hcb + C {45-50%}''' | ||
** DM qcf hcb + C | *** SDM qcf hcb + AC (Point blank. From cl.C only in the corner.) | ||
** dp + C (1) >> DM qcf hcb + C {50%} | |||
** (S)DM qcf hcb + C/AC | |||
** DM f hcf + A (Point blank.) | ** DM f hcf + A (Point blank.) | ||
** f b f + K (Point blank.) | ** f b f + K (Point blank.) | ||
** f + A > qcb + K (Corner) {20%} | |||
* | * Corner: f + A, dp + A {15%} | ||
* cl.D (1) > f + A (delayed cancel), | * Corner: cl.D (1) > f + A (delayed cancel), | ||
** dp + A {22%} (less chance of messing up than combo below) | ** dp + A {22%} (less chance of messing up than combo below) | ||
** cl.B > dp + C (1) >> DM qcf hcb + C {55%} | ** cl.B > dp + C (1) >> DM qcf hcb + C {55%} | ||
* air qcb + K | * Corner & counterhit: air qcb + K, | ||
** f b f + K {30%} | ** f b f + K {30%} | ||
** dp + C (1) >> DM qcf qcf +K (Buffer: qcf + K) {40%} | ** dp + C (1) >> DM qcf qcf +K (Buffer: qcf + K) {40%} |
Latest revision as of 22:31, 23 July 2020
General Info
Crouch height: Medium
Jump: 4/36/1
Hop: 4/27/1
Dash: 3/10~∞/3
Backdash: 3/18/3
Wakeup: 20 frames
Recovery roll: 27 frames
Stand | Crouch | Jump | Grab | Run |
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Colors
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Movelist
Short Movelist
- f + A (Overhead if not cancelled into.)
- b + A
- b / f + B
- qcf + P
- dp + P
- Close, hcf + K (Proximity unblockable.)
- f b f + K
- air qcb + K
- DM qcf hcb + P
- DM f hcf + P
- DM qcf qcf + K
- SDM qcf hcb + AC
- HSDM qcf hcb + BD (Unblockable.)
Notes
Cancellable moves
- Close: A, B, C, D (1)
- Far: -
- Crouch: A, B, C, D
- Jump: C, D
- CD is cancellable into command moves, specials and DMs
- b / f + B is cancellable.
- f + A is cancellable (on air attacks) only when you cancel into it.
Super cancellable moves
- dp + P (1)
Free cancellable into moves
- dp + P
- air qcb + K
Free cancellable out-of moves
- f + A
- b + A (When you cancel into it)
- dp + C (2)
- Close, hcf + K (1-3)
- f b f + K (Last hit.)
Moves with Invincibility
- dp + C (Full: startup (last part) & active (1st part).)
- hcf + K (Full: startup (1st part).)
- DM f hcf + P (Full: startup (1st part).)
- DM qcf qcf + K (Full: startup (1st part).)
- DM qcf hcb + P (Full: startup. Lower: active.)
- SDM qcf hcb + AC (Full: startup. Lower: active.)
- HSDM qcf hcb + BD (Full: startup.)
Moves with autoguard
(none)
Other Notes
- D throw is a backturned hard knockdown
Combos
Basic Combos
- cr.B, cl.B >
- dp + A {20%}
- dp + C (1) >> DM qcf hcb + C {50%}
- cl.D (1) / cl.C >
- hcf + K,
- b / f + B > (Out of the corner: must walk a little.)
- DM qcf qcf + B
- dp + C
- f b f + K (Corner) {45%}
- f b f + K (Out of the corner: must walk a little & timming required.)
- CD
- b / f + B > (Out of the corner: must walk a little.)
- b / f + B
- DM qcf hcb + C {45-50%}
- SDM qcf hcb + AC (Point blank. From cl.C only in the corner.)
- dp + C (1) >> DM qcf hcb + C {50%}
- (S)DM qcf hcb + C/AC
- DM f hcf + A (Point blank.)
- f b f + K (Point blank.)
- f + A > qcb + K (Corner) {20%}
- hcf + K,
- Corner: f + A, dp + A {15%}
- Corner: cl.D (1) > f + A (delayed cancel),
- dp + A {22%} (less chance of messing up than combo below)
- cl.B > dp + C (1) >> DM qcf hcb + C {55%}
- Corner & counterhit: air qcb + K,
- f b f + K {30%}
- dp + C (1) >> DM qcf qcf +K (Buffer: qcf + K) {40%}