The King of Fighters 2002/Robert: Difference between revisions

From SuperCombo Wiki
No edit summary
No edit summary
Line 1: Line 1:
'''Anywhere:'''<br>
= Movelist =
 
== Throws ==
 
1. Ryuuchou Kyaku - b/f+C
* Robert grabs the opponent and slams them down, knocking them back
 
 
2. Kubikiri Nage - b/f+D
* Robert grabs the opponent and slams them over his shoulder, in the opposite direction he was facing
* hard knockdown
* the opponent gets up with his back turned
 
 
== Command Normals ==
 
1. Uraken - b+A
* Robert performs a backhand move, which comes out quite slow
* 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
 
 
2. Kouryuu Koukyaku Geri - f+A
* Robert does a hopping kick, making him move forward in the process
* overhead
* cancellable into qcb+K(air) if cancelled into
* 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
 
 
3. Ryuu Hanshuu - b/f+B
* Robert does a forward kick
* cancellable
* keeps the opponent in a juggle state if it hits an airborne opponent
 
 
== Special Moves ==
 
1. Ryuugeki Ken - qcf+P
* Robert winds up and releases a fireball that travels above ground
* 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
 
 
2. Ryuuga - dp+P
* 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 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)
* free cancellable into
 
 
3. 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
* 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
 
 
4. 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
* 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
* opponent can be juggled after this move
* free cancellable out of on the last hit
 
 
5. 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)
* has good recovery and is generally punishable on block as long as it isn't done too deep
 
 
== DMs ==
 
1. Haou Shoukou Ken - f hcf+P
* 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
 
 
2. 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
* if it connects, he performs a combo on them doing moderate damage for a DM. Otherwise, he does nothing and recovers relatively fast
 
 
3. Ryuuko Ranbu - qcf hcb+P
* Robert rushes forward. If he connects, he performs an combo doing decent damage
* if blocked, he is very open to attack
* A version travels 3/4 screen while C version goes a full screen length, but C version comes out faster
 
 
== SDMs ==
 
1. Ryuuko Ranbu - qcf hcb+AC
* same properties as his normal DM version but does more damage
* travels the same length as qcf hcb+A
 
 
== HSDMs ==
 
1. 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%
 
 
== Notes ==
 
* cancellable normals are close A, crouch A, close B, crouch B, close C, crouch C, close D(1), crouch D
* CD is cancellable into special moves and DMs
* Close B is a low attack
 
= Combos =
 
== Anywhere ==
 
1. Crouch B, Close B, dp+A - 20%<br>
1. Crouch B, Close B, dp+A - 20%<br>
2. Close D(1), hcf+K, run f b f+K - 45%<br>
2. Close D(1), hcf+K, run f b f+K - 45%<br>
Line 5: Line 115:
4. Crouch BB/D(1), dp+C(1), (S)qcf hcb+C - 50%
4. Crouch BB/D(1), dp+C(1), (S)qcf hcb+C - 50%


'''Corner:'''<br>
== Corner ==
 
1. Close D(1), hcf+K, b+B, f b f+K - 45%<br>
1. Close D(1), hcf+K, b+B, f b f+K - 45%<br>
2. Close D(1), f+A, qcb+K - 20%<br>
2. Close D(1), f+A, qcb+K - 20%<br>
3. ~Close D(1), f+A(slightly delayed after D, but still a cancel), dp+A - 22% (less chance of messing up than combo below)<br>
3. ~Close D(1), f+A(slightly delayed after D, but still a cancel), dp+A - 22% (less chance of messing up than combo below)<br>
4. ~Close D(1), f+A(slightly delayed after D, but still a cancel), Close B, dp+C(1), (S)qcf hcb+C - 55%
4. ~Close D(1), f+A(slightly delayed after D, but still a cancel), Close B, dp+C(1), (S)qcf hcb+C - 55%
5. qcb+K(air, counterhit), f b f+K/(dp+C(1), (S)qcfx2+K(Buffer:qcf+K)) - 30%/40%


'''Counterhit:'''<br>
1. qcb+K(air, counterhit), f b f+K/(dp+C(1), (S)qcfx2+K(Buffer:qcf+K)) - 30%/40%
'''Move Properties:'''<br>
- cancellable normals are close A, crouch A, close B, crouch B, close C,
crouch C, close D(1), crouch D, jump C, jump D<br>
- CD is cancellable into specials and DMs<br>
- f+B is cancellable, f+A is cancellable if cancelled into<br>
- f+A is an overhead<br>
- dp+C is supercancellable on first hit<br>
- close B is a low attack
'''Strategies:'''<br>
-outside the corner, Robert's main game involves keeping a good distance from the opponent and fireballing. Since Robert has decent recovery on his qcf+A, he can punish opponents who jump or roll his fireballs on reaction, using dp+A or crouch D respectively. If they decide to block it, Robert can easily chase it and either do f+A, far D, crouch B's, or simply wait to see if the opponent will roll it at the last instant
-while Robert does have his fair share of mixups outside the corner, he can lock down extremely well in the corner. Attack string 1 can lead to many mixups, and after the dash close D(1) after qcb+B, the opponent is forced into stun lock. This string cannot be repeated though since Robert gets pushed back further and further, requiring more time to dash forward for a close D(1), but he can switch to other attack strings, or simple wait for the opponent to try to escape (either by anti-airing the opponent's attempted jumpin, or waiting for them to roll). Repeating B, f+A is useful if the f+A cancel is slightly delayed. This results in the f+A keeping it's overhead property, and close B being comboable after the f+A. Some practice will be needed to see exactly how much to delay the f+A such that it is an overhead and can combo to close B. It is possible for the opponent to roll both attack strings, but they cannot punish Robert. In addition, it is very difficult to dp Robert between his b and f+A, and it is doesn't seem possible to dp Robert during attack string 1


-Robert has a few good combo resets off his hcf+K throw. An especially tricky one is to do a run up crouch C, cancel to BC, after his hcf+K. Once in maxmode, run behind the opponent as they are falling. If they do get tricked, you can do D(1), f+B, qcf hcb+P/AC


-jumping backwards into qcb+B is a good way to build stock. To do this as low off the jump as possible, using the shortcut qcb, ub+B
= Strategies =




[[Category:The King of Fighters 2002]]
[[Category:The King of Fighters 2002]]

Revision as of 19:21, 29 June 2010

Movelist

Throws

1. Ryuuchou Kyaku - b/f+C

  • Robert grabs the opponent and slams them down, knocking them back


2. Kubikiri Nage - b/f+D

  • Robert grabs the opponent and slams them over his shoulder, in the opposite direction he was facing
  • hard knockdown
  • the opponent gets up with his back turned


Command Normals

1. Uraken - b+A

  • Robert performs a backhand move, which comes out quite slow
  • 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


2. Kouryuu Koukyaku Geri - f+A

  • Robert does a hopping kick, making him move forward in the process
  • overhead
  • cancellable into qcb+K(air) if cancelled into
  • 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


3. Ryuu Hanshuu - b/f+B

  • Robert does a forward kick
  • cancellable
  • keeps the opponent in a juggle state if it hits an airborne opponent


Special Moves

1. Ryuugeki Ken - qcf+P

  • Robert winds up and releases a fireball that travels above ground
  • 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


2. Ryuuga - dp+P

  • 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 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)
  • free cancellable into


3. 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
  • 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


4. 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
  • 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
  • opponent can be juggled after this move
  • free cancellable out of on the last hit


5. 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)
  • has good recovery and is generally punishable on block as long as it isn't done too deep


DMs

1. Haou Shoukou Ken - f hcf+P

  • 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


2. 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
  • if it connects, he performs a combo on them doing moderate damage for a DM. Otherwise, he does nothing and recovers relatively fast


3. Ryuuko Ranbu - qcf hcb+P

  • Robert rushes forward. If he connects, he performs an combo doing decent damage
  • if blocked, he is very open to attack
  • A version travels 3/4 screen while C version goes a full screen length, but C version comes out faster


SDMs

1. Ryuuko Ranbu - qcf hcb+AC

  • same properties as his normal DM version but does more damage
  • travels the same length as qcf hcb+A


HSDMs

1. 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%


Notes

  • cancellable normals are close A, crouch A, close B, crouch B, close C, crouch C, close D(1), crouch D
  • CD is cancellable into special moves and DMs
  • Close B is a low attack

Combos

Anywhere

1. Crouch B, Close B, dp+A - 20%
2. Close D(1), hcf+K, run f b f+K - 45%
3. Close D(1), f+B, qcf hcb+C - 45-50%
4. Crouch BB/D(1), dp+C(1), (S)qcf hcb+C - 50%

Corner

1. Close D(1), hcf+K, b+B, f b f+K - 45%
2. Close D(1), f+A, qcb+K - 20%
3. ~Close D(1), f+A(slightly delayed after D, but still a cancel), dp+A - 22% (less chance of messing up than combo below)
4. ~Close D(1), f+A(slightly delayed after D, but still a cancel), Close B, dp+C(1), (S)qcf hcb+C - 55% 5. qcb+K(air, counterhit), f b f+K/(dp+C(1), (S)qcfx2+K(Buffer:qcf+K)) - 30%/40%


Strategies