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===Free cancellable into moves=== | ===Free cancellable into moves=== | ||
* dp + P | * '''dp + P''' | ||
* air qcb + K | * air qcb + K | ||
Line 548: | Line 548: | ||
* f + A | * f + A | ||
* b + A (When you cancel into it) | * b + A (When you cancel into it) | ||
* dp + C (2) | * '''dp + C (2)''' | ||
* Close, hcf + K (1-3) | * Close, hcf + K (1-3) | ||
* f b f + K (Last hit.) | * f b f + K (Last hit.) | ||
Line 576: | Line 576: | ||
* cl.D (1) > | * cl.D (1) / cl.C > | ||
** hcf + K, | ** hcf + K, | ||
*** b / f + B > (Out of the corner: must walk a little.) | *** b / f + B > (Out of the corner: must walk a little.) | ||
Line 586: | Line 586: | ||
** b / f + B | ** b / f + B | ||
*** '''DM qcf hcb + C {45-50%}''' | *** '''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%} | ** dp + C (1) >> DM qcf hcb + C {50%} | ||
** DM qcf hcb + C | ** (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.) |
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%}