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== Anywhere == | == Anywhere == | ||
1. | 1. cr.B, cl.B, dp+A - 20%<br> | ||
2. | 2. cl.D(1), hcf+K, run f b f+K - 45%<br> | ||
3. | 3. cl.D(1), f+B, qcf hcb+C - 45-50%<br> | ||
4. | 4. cr.BB/D(1), dp+C(1), (S)qcf hcb+C - 50% | ||
== Corner == | == Corner == |
Revision as of 04:36, 13 January 2013
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 cl.A, cr.A, cl.B, cr.B, cl.C, cr.C, cl.D(1), cr.D
- CD is cancellable into special moves and DMs
- cl.B is a low attack
Combos
Anywhere
1. cr.B, cl.B, dp+A - 20%
2. cl.D(1), hcf+K, run f b f+K - 45%
3. cl.D(1), f+B, qcf hcb+C - 45-50%
4. cr.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%