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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==General Info== | ==General Info== | ||
Crouch height: Medium<br> | Crouch height: Medium<br> | ||
Jump: 4/36/1<br> | |||
Hop: 4/27/1<br> | |||
Dash: 3/10~∞/3<br> | |||
Backdash: 3/18/3<br> | |||
Wakeup: 20 frames<br> | |||
Recovery roll: 27 frames<br> | |||
{| | |||
! Stand | |||
! Crouch | |||
! Jump | |||
! Grab | |||
! Run | |||
|- | |||
|valign="bottom"| [[image:Robert02_stand.png]] | |||
|valign="bottom"| [[image:Robert02_crouch.png]] | |||
|valign="bottom"| [[image:Robert02_jump.png]] | |||
|valign="bottom"| [[image:Robert02_grab.png]] | |||
|valign="bottom"| [[image:Robert02_run.png]] | |||
|} | |||
===Colors=== | ===Colors=== | ||
{| | {| | ||
Line 14: | Line 34: | ||
| [[image:Robert02_colorD.png]] | | [[image:Robert02_colorD.png]] | ||
|} | |} | ||
==[[The_King_of_Fighters_2002/Normals_Guide|Movelist]]== | ==[[The_King_of_Fighters_2002/Normals_Guide|Movelist]]== | ||
{|border="1" | {|border="1" | ||
Line 93: | Line 114: | ||
| | | | ||
|- | |- | ||
! [[image:snkc.gif]]+[[image:snkd.gif]] | ! [[image:snkc.gif]] + [[image:snkd.gif]] | ||
|align="center"| 14/4/18 | |align="center"| 14/4/18 | ||
|align="center"| KD/0 | |align="center"| KD/0 | ||
Line 130: | Line 151: | ||
! [[image:snkd.gif]] | ! [[image:snkd.gif]] | ||
|align="center"| 7/5/24 | |align="center"| 7/5/24 | ||
|align="center"| KD/- | |align="center"| KD/-11 | ||
| | | | ||
|align="center"| L | |align="center"| L | ||
Line 170: | Line 191: | ||
| | | | ||
|- | |- | ||
! [[image:snkc.gif]]+[[image:snkd.gif]] | ! [[image:snkc.gif]] + [[image:snkd.gif]] | ||
|align="center"| 16/5/- | |align="center"| 16/5/- | ||
|align="center"| KD/- | |align="center"| KD/- | ||
Line 246: | Line 267: | ||
| | | | ||
|- | |- | ||
! [[image:snkc.gif]]+[[image:snkd.gif]] | ! [[image:snkc.gif]] + [[image:snkd.gif]] | ||
|align="center"| 11/5/- | |align="center"| 11/5/- | ||
|align="center"| KD/- | |align="center"| KD/- | ||
Line 256: | Line 277: | ||
|colspan="9" align="center"| '''Command Normals''' | |colspan="9" align="center"| '''Command Normals''' | ||
|- | |- | ||
! <br>f+[[image:snka.gif]]<br><br> | ! <br>f + [[image:snka.gif]]<br><br> | ||
|align="center"| 17/4/12 | |align="center"| 17/4/12 | ||
|align="center"| +4/+2 | |align="center"| +4/+2 | ||
Line 262: | Line 283: | ||
|align="center"| H | |align="center"| H | ||
|rowspan="2" colspan="3"| [[image:Robert02_fA.png|center]] | |rowspan="2" colspan="3"| [[image:Robert02_fA.png|center]] | ||
|rowspan="2"|'''Kouryuu Koukyaku Geri - f+A''' | |rowspan="2"|'''Kouryuu Koukyaku Geri - f + A''' | ||
* Robert does a hopping kick, making him move forward in the process | * Robert does a hopping kick, making him move forward in the process | ||
* overhead | * overhead | ||
* cancellable into qcb+K(air) if cancelled into | * cancellable into qcb + K(air) if cancelled into | ||
* has frame advantage if not cancelled into, allowing you to link other moves after | * has frame advantage if not cancelled into, allowing you to link other moves after | ||
* possibly Robert's best move, it plays an important part in his game | * possibly Robert's best move, it plays an important part in his game | ||
|- | |- | ||
! f+[[image:snka.gif]]<br>(cancel) | ! f + [[image:snka.gif]]<br>(cancel) | ||
|align="center"| 13/5/15 | |align="center"| 13/5/15 | ||
|align="center"| 0/-2 | |align="center"| 0/-2 | ||
Line 275: | Line 296: | ||
|align="center"| HL | |align="center"| HL | ||
|- | |- | ||
! b+[[image:snka.gif]] | ! b + [[image:snka.gif]] | ||
|align="center"| 13/3+4/20 | |align="center"| 13/3+4/20 | ||
|align="center"| KD/-9 | |align="center"| KD/-9 | ||
Line 282: | Line 303: | ||
|valign="bottom" style="border-right:0px;"| [[image:Robert02_bA1.png|center]] | |valign="bottom" style="border-right:0px;"| [[image:Robert02_bA1.png|center]] | ||
|colspan="2" valign="bottom" style="border-left:0px;"| [[image:Robert02_bA2.png|center]] | |colspan="2" valign="bottom" style="border-left:0px;"| [[image:Robert02_bA2.png|center]] | ||
|'''Uraken - b+A''' | |'''Uraken - b + A''' | ||
* Robert performs a backhand move, which comes out quite slow | * Robert performs a backhand move, which comes out quite slow | ||
* if it connects, opponent is launched into the air and can be juggled after | * if it connects, opponent is launched into the air and can be juggled after | ||
* not practical to use this move in a match due to the speed it comes out and the height which it connects | * not practical to use this move in a match due to the speed it comes out and the height which it connects | ||
|- | |- | ||
! f+[[image:snkb.gif]] | ! f + [[image:snkb.gif]] | ||
|align="center"| 14/3/30 | |align="center"| 14/3/30 | ||
|align="center"| -13/-15 | |align="center"| -13/-15 | ||
Line 293: | Line 314: | ||
|align="center"| HL | |align="center"| HL | ||
|colspan="3"| [[image:Robert02_fB.png|center]] | |colspan="3"| [[image:Robert02_fB.png|center]] | ||
|'''Ryuu Hanshuu - b/f+B''' | |'''Ryuu Hanshuu - b/f + B''' | ||
* Robert does a forward kick | * Robert does a forward kick | ||
* cancellable | * cancellable | ||
Line 300: | Line 321: | ||
|colspan="9" align="center"| '''Special Moves''' | |colspan="9" align="center"| '''Special Moves''' | ||
|- | |- | ||
! <br>qcf+[[image:snka.gif]]<br><br> | ! <br>qcf + [[image:snka.gif]]<br><br> | ||
|align="center"| 17/-/30 | |align="center"| 17/-/30 | ||
|align="center"| +2/0 | |align="center"| +2/0 | ||
Line 306: | Line 327: | ||
|align="center"| HL | |align="center"| HL | ||
|colspan="3" | [[image:Robert02_qcfA.png|center]] | |colspan="3" | [[image:Robert02_qcfA.png|center]] | ||
|rowspan="2"|'''Ryuugeki Ken - qcf+P | |rowspan="2"|'''Ryuugeki Ken - qcf + P | ||
* Robert winds up and releases a fireball that travels above ground | * Robert winds up and releases a fireball that travels above ground | ||
* qcf+A has faster startup and recovery time but travels slower | * qcf + A has faster startup and recovery time but travels slower | ||
* qcf+C travels higher above ground than qcf+A, making it easier to duck under by many characters | * qcf + C travels higher above ground than qcf + A, making it easier to duck under by many characters | ||
|- | |- | ||
! qcf+[[image:snkc.gif]] | ! qcf + [[image:snkc.gif]] | ||
|align="center"| 24/-/28 | |align="center"| 24/-/28 | ||
|align="center"| +4/+2 | |align="center"| +4/+2 | ||
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|colspan="3" | [[image:Robert02_qcfC.png|center]] | |colspan="3" | [[image:Robert02_qcfC.png|center]] | ||
|- | |- | ||
! dp+[[image:snka.gif]] | ! dp + [[image:snka.gif]] | ||
|align="center"| 3/3 | |align="center"| 3/3*12/11+13 | ||
|align="center"| KD/-21 | |align="center"| KD/-21 | ||
|align="center"| Su,Fi | |align="center"| Su,Fi | ||
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|valign="bottom" style="border-right:0px;"| [[image:Robert02_dpA1.png|center]] | |valign="bottom" style="border-right:0px;"| [[image:Robert02_dpA1.png|center]] | ||
|colspan="2" valign="bottom" style="border-left:0px;"| [[image:Robert02_dpA2.png|center]] | |colspan="2" valign="bottom" style="border-left:0px;"| [[image:Robert02_dpA2.png|center]] | ||
|rowspan="2"|'''Ryuuga - dp+P''' | |rowspan="2"|'''Ryuuga - dp + P''' | ||
* Robert performs a rising uppercut that comes out very fast | * Robert performs a rising uppercut that comes out very fast | ||
* dp+A does one hit and knocks down(two hits if it was a counterhit), while dp+C does two hits, in which only the second knocks down | * dp + A does one hit and knocks down(two hits if it was a counterhit), while dp + C does two hits, in which only the second knocks down | ||
* dp+A supercancellable(though nothing will connect), dp+C supercancellable on the first hit | * dp + A supercancellable(though nothing will connect), dp + C supercancellable on the first hit | ||
* dp+C is free cancellable out of on the second hit into qcb+K(air). | * dp + C is free cancellable out of on the second hit into qcb + K(air). | ||
* dp+C is invincible for the last three frames of startup, and the complete first active period. | * dp + C is invincible for the last three frames of startup, and the complete first active period. | ||
* free cancellable into | * free cancellable into | ||
|- | |- | ||
! dp+[[image:snkc.gif]] | ! dp + [[image:snkc.gif]] | ||
|align="center"| 4/3 | |align="center"| 4/3*17/16+11 | ||
|align="center"| KD/-26 | |align="center"| KD/-26 | ||
|align="center"| Su,Fi | |align="center"| Su,Fi | ||
Line 341: | Line 362: | ||
|colspan="2" valign="bottom" style="border-left:0px;"| [[image:Robert02_dpC2.png|center]] | |colspan="2" valign="bottom" style="border-left:0px;"| [[image:Robert02_dpC2.png|center]] | ||
|- | |- | ||
! f,b,f+[[image:snkb.gif]] | ! f,b,f + [[image:snkb.gif]] | ||
|align="center"| 11/2(4) | |align="center"| 11/[2(4)]x9,2/13 | ||
|align="center"| KD/-51 | |align="center"| KD/-51 | ||
|align="center"| Fo | |align="center"| Fo | ||
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|rowspan="2" valign="bottom" style="border-right:0px; border-left:0px;"| [[image:Robert02_fbfK2.png|center]] | |rowspan="2" valign="bottom" style="border-right:0px; border-left:0px;"| [[image:Robert02_fbfK2.png|center]] | ||
|rowspan="2" valign="bottom" style="border-left:0px;"| [[image:Robert02_fbfK3.png|center]] | |rowspan="2" valign="bottom" style="border-left:0px;"| [[image:Robert02_fbfK3.png|center]] | ||
|rowspan="2"|'''Gen'ei Kyaku - f b f+K''' | |rowspan="2"|'''Gen'ei Kyaku - f b f + K''' | ||
* Robert does a series of stationary rapid kicks. If the opponent is hit, they are sucked into a 13 hit combo that knocks back doing good damage | * Robert does a series of stationary rapid kicks. If the opponent is hit, they are sucked into a 13 hit combo that knocks back doing good damage | ||
* f b f+B makes Robert kick for a shorter time than f b f+D, though the damage is the same when the opponent is sucked in | * f b f + B makes Robert kick for a shorter time than f b f + D, though the damage is the same when the opponent is sucked in | ||
* free cancellable out of on the last hit, though useless since nothing will connect after | * free cancellable out of on the last hit, though useless since nothing will connect after | ||
|- | |- | ||
! f,b,f+[[image:snkd.gif]] | ! f,b,f + [[image:snkd.gif]] | ||
|align="center"| 11/[2(4)]x19,2/13 | |align="center"| 11/[2(4)]x19,2/13 | ||
|align="center"| KD/-111 | |align="center"| KD/-111 | ||
Line 360: | Line 381: | ||
|align="center"| HL | |align="center"| HL | ||
|- | |- | ||
! <br>hcf+[[image: | ! <br>hcf + [[image:kick.gif]]<br><br> | ||
|align="center"| 11/2(12)2(14)2(11)3/16 | |align="center"| 11/2(12)2(14)2(11)3/16 | ||
|align="center"| KD | |align="center"| KD | ||
|align="center"| Fo | |align="center"| Fo | ||
|align="center"| Grab | |align="center"| Grab | ||
| | |colspan="3"| [[image:Robert02_hcfK.png|center]] | ||
|'''Kyokugen-ryuu Renbu Kyaku - hcf + K''' | |||
* This is a proximity unblockable - Robert will execute an unblockable attack if they are in range, otherwise it won't come out | * This is a proximity unblockable - Robert will execute an unblockable attack if they are in range, otherwise it won't come out | ||
* The move does 4 hits but only the first is unblockable. It's possible for the first one to whiff and the rest to be blocked | * The move does 4 hits but only the first is unblockable. It's possible for the first one to whiff and the rest to be blocked | ||
Line 373: | Line 394: | ||
* Invincible: Frame 1-8. | * Invincible: Frame 1-8. | ||
|- | |- | ||
! j.qcb + [[image:snkb.gif]] | |||
! j.qcb+[[image:snkb.gif]] | |||
|align="center"| 16/Until land/13 | |align="center"| 16/Until land/13 | ||
|align="center"| KD/- | |align="center"| KD/- | ||
Line 385: | Line 400: | ||
|align="center"| HL | |align="center"| HL | ||
|colspan="3"| [[image:Robert02_jqcbB.png|center]] | |colspan="3"| [[image:Robert02_jqcbB.png|center]] | ||
|rowspan="2"|'''Hien Ryuujin Kyaku - qcb+K(air)''' | |rowspan="2"|'''Hien Ryuujin Kyaku - qcb + K(air)''' | ||
* Robert does a diagonal kick downwards, where qcb+B goes down at a steeper angle than qcb+D (which is at about 45 degrees) | * Robert does a diagonal kick downwards, where qcb + B goes down at a steeper angle than qcb + D (which is at about 45 degrees) | ||
* has good recovery and is generally punishable on block as long as it isn't done too deep | * has good recovery and is generally punishable on block as long as it isn't done too deep | ||
|- | |- | ||
! j.qcb+[[image:snkd.gif]] | ! j.qcb + [[image:snkd.gif]] | ||
|align="center"| 17/Until land/16 | |align="center"| 17/Until land/16 | ||
|align="center"| KD/- | |align="center"| KD/- | ||
Line 398: | Line 413: | ||
|colspan="9" align="center"| '''DMs''' | |colspan="9" align="center"| '''DMs''' | ||
|- | |- | ||
! <br>f,hcf+[[image:snka.gif]]<br><br> | ! <br>f,hcf + [[image:snka.gif]]<br><br> | ||
|align="center"| 18/-/50 | |align="center"| 18/-/50 | ||
|align="center"| KD/-20 | |align="center"| KD/-20 | ||
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|align="center"| HL | |align="center"| HL | ||
|rowspan="2" colspan="3"| [[image:Robert02_fhcfP.png|center]] | |rowspan="2" colspan="3"| [[image:Robert02_fhcfP.png|center]] | ||
|rowspan="2"|'''Haou Shoukou Ken - f hcf+P''' | |rowspan="2"|'''Haou Shoukou Ken - f hcf + P''' | ||
* Fires a large fireball across the screen | * Fires a large fireball across the screen | ||
* has fairly long startup and recovery, can't be comboed into and is very unsafe to throw out | * has fairly long startup and recovery, can't be comboed into and is very unsafe to throw out | ||
* Invincible: A: Frame 1, C: Frame 1-5. | * Invincible: A: Frame 1, C: Frame 1-5. | ||
|- | |- | ||
! f,hcf+[[image:snkc.gif]] | ! f,hcf + [[image:snkc.gif]] | ||
|align="center"| 23/-/52 | |align="center"| 23/-/52 | ||
|align="center"| KD/-22 | |align="center"| KD/-22 | ||
Line 415: | Line 430: | ||
|align="center"| HL | |align="center"| HL | ||
|- | |- | ||
! <br>qcfx2+[[image: | ! <br>qcfx2+[[image:kick.gif]]<br><br> | ||
|align="center"| 10/7/32 | |align="center"| 10/7/32 | ||
|align="center"| KD/-15 | |align="center"| KD/-15 | ||
| | | | ||
|align="center"| HL | |align="center"| HL | ||
| | |colspan="3"| [[image:Robert02_qcfx2K.png|center]] | ||
|'''Haiga Ryuu - qcfx2+K''' | |||
* Robert performs a backhand that looks exactly like b+A, though it has a lower hitbox and doesn't whiff crouchers | * Robert performs a backhand that looks exactly like b + A, though it has a lower hitbox and doesn't whiff crouchers | ||
* If it connects, he performs a combo on them doing moderate damage for a DM. Otherwise, he does nothing and recovers relatively fast | * If it connects, he performs a combo on them doing moderate damage for a DM. Otherwise, he does nothing and recovers relatively fast | ||
* Invincible: Frame 1-3. | * Invincible: Frame 1-3. | ||
* 23 frames of blockstun. | * 23 frames of blockstun. | ||
|- | |- | ||
! <br>qcf,hcb + [[image:snka.gif]]<br><br> | |||
! <br>qcf,hcb+[[image:snka.gif]]<br><br> | |||
|align="center"| 18/13/35 | |align="center"| 18/13/35 | ||
|align="center"| KD/-18 | |align="center"| KD/-18 | ||
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|align="center"| HL | |align="center"| HL | ||
|rowspan="2" colspan="3"| [[image:Robert02_qcfhcbP.png|center]] | |rowspan="2" colspan="3"| [[image:Robert02_qcfhcbP.png|center]] | ||
|rowspan="2"|'''Ryuuko Ranbu - qcf hcb+P''' | |rowspan="2"|'''Ryuuko Ranbu - qcf hcb + P''' | ||
* Robert rushes forward. If he connects, he performs an combo doing decent damage | * Robert rushes forward. If he connects, he performs an combo doing decent damage | ||
* if blocked, he is very open to attack | * if blocked, he is very open to attack | ||
Line 446: | Line 455: | ||
* Active period is ended as soon as the move connects (on hit or block). | * Active period is ended as soon as the move connects (on hit or block). | ||
|- | |- | ||
! qcf,hcb+[[image:snkc.gif]] | ! qcf,hcb + [[image:snkc.gif]] | ||
|align="center"| 12/26/39 | |align="center"| 12/26/39 | ||
|align="center"| KD/-22 | |align="center"| KD/-22 | ||
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|colspan="9" align="center"| '''SDM''' | |colspan="9" align="center"| '''SDM''' | ||
|- | |- | ||
! qcf,hcb+[[image:snka.gif]]+[[image:snkc.gif]] | ! qcf,hcb + [[image:snka.gif]] + [[image:snkc.gif]] | ||
|align="center"| 14/13/41 | |align="center"| 14/13/41 | ||
|align="center"| KD/-24 | |align="center"| KD/-24 | ||
Line 460: | Line 469: | ||
|align="center"| HL | |align="center"| HL | ||
|colspan="3"| [[image:Robert02_SDM.png|center]] | |colspan="3"| [[image:Robert02_SDM.png|center]] | ||
|'''Ryuuko Ranbu - qcf hcb+AC''' | |'''Ryuuko Ranbu - qcf hcb + AC''' | ||
* Same properties as his normal DM version but does more damage | * Same properties as his normal DM version but does more damage | ||
* Travels the same length as qcf hcb+A | * Travels the same length as qcf hcb + A | ||
* Invincible: Complete startup. Lower body invincible: Complete active period. | * Invincible: Complete startup. Lower body invincible: Complete active period. | ||
|- | |- | ||
|colspan="9" align="center"| '''HSDM''' | |colspan="9" align="center"| '''HSDM''' | ||
|- | |- | ||
! qcf,hcb+[[image:snkb.gif]]+[[image:snkd.gif]] | ! qcf,hcb + [[image:snkb.gif]] + [[image:snkd.gif]] | ||
|align="center"| 42/13/41 | |align="center"| 42/13/41 | ||
|align="center"| KD/-24 | |align="center"| KD/-24 | ||
Line 473: | Line 482: | ||
|align="center"| - | |align="center"| - | ||
|colspan="3"| [[image:Robert02_HSDM.png|center]] | |colspan="3"| [[image:Robert02_HSDM.png|center]] | ||
|'''Zetsu!! Ryuuko Ranbu - qcf hcb+BD''' | |'''Zetsu!! Ryuuko Ranbu - qcf hcb + BD''' | ||
* Robert goes into a stance in which he is invincible to everything except throws. He'll then dash forward about 3/4 screen and perform an unblockable combo that does about 50% | * Robert goes into a stance in which he is invincible to everything except throws. He'll then dash forward about 3/4 screen and perform an unblockable combo that does about 50% | ||
* Invincible: Complete startup. | * Invincible: Complete startup. | ||
|} | |} | ||
===Notes=== | ==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 | * 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.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 | |||
*** '''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%} | |||
* 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%} | |||
==Strategies== | ==Strategies== |
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%}