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==General Info== | ==General Info== | ||
Crouch height: Medium<br> | Crouch height: Medium<br> | ||
Colors | ===Colors=== | ||
{| | {| | ||
! [[image:snka.gif]] | ! [[image:snka.gif]] | ||
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* cancellable | * cancellable | ||
* keeps the opponent in a juggle state if it hits an airborne opponent | * keeps the opponent in a juggle state if it hits an airborne opponent | ||
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! <br>qcf+[[image:snka.gif]]<br><br> | |||
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=== | | | ||
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|align="center"| HL | |||
|colspan="2" | [[image:Robert02_qcfA.png|center]] | |||
|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]] | |||
2. Ryuuga - dp+P | | | ||
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|align="center"| HL | |||
|colspan="2" | [[image:Robert02_qcfC.png|center]] | |||
|- | |||
! dp+[[image:snka.gif]] | |||
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|align="center"| Su | |||
|align="center"| HL | |||
|valign="bottom" style="border-right:0px;"| [[image:Robert02_dpA1.png|center]] | |||
|valign="bottom" style="border-left:0px;"| [[image:Robert02_dpA2.png|center]] | |||
|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 | ||
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* 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) | ||
* free cancellable into | * free cancellable into | ||
|- | |||
! dp+[[image:snkc.gif]] | |||
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|align="center"| Su | |||
|align="center"| HL | |||
|valign="bottom" style="border-right:0px;"| [[image:Robert02_dpC1.png|center]] | |||
|valign="bottom" style="border-left:0px;"| [[image:Robert02_dpC2.png|center]] | |||
|} | |||
===Special Moves=== | |||
3. Gen'ei Kyaku - f b f+K | 3. Gen'ei Kyaku - f b f+K |
Revision as of 14:32, 8 August 2013
General Info
Crouch height: Medium
Colors
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Movelist
Special Moves
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
- D throw is a backturned hard knockdown
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. cl.D(1), hcf+K, b+B, f b f+K - 45%
2. cl.D(1), f+A, qcb+K - 20%
3. ~cl.D(1), f+A(slightly delayed after D, but still a cancel), dp+A - 22% (less chance of messing up than combo below)
4. ~cl.D(1), f+A(slightly delayed after D, but still a cancel), cl.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%