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==[[The_King_of_Fighters_2002/Normals_Guide|Movelist]]== | ==[[The_King_of_Fighters_2002/Normals_Guide|Movelist]]== | ||
{|border="1" | {|border="1" | ||
! | !width="9%"| | ||
! Frames | ! Frames | ||
! Advantage | ! Advantage | ||
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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 | ||
|- | |||
|colspan="9" align="center"| '''Special Moves''' | |||
|- | |- | ||
! <br>qcf+[[image:snka.gif]]<br><br> | ! <br>qcf+[[image:snka.gif]]<br><br> | ||
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|align="center"| HL | |align="center"| HL | ||
|colspan="3"| [[image:Robert02_jqcbD.png|center]] | |colspan="3"| [[image:Robert02_jqcbD.png|center]] | ||
|- | |||
|colspan="9" align="center"| '''DMs''' | |||
|- | |||
! <br>f,hcf+[[image:snka.gif]]<br><br> | |||
| | |||
| | |||
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|align="center"| HL | |||
|rowspan="2" colspan="3"| [[image:Robert02_fhcfP.png|center]] | |||
|rowspan="2"|'''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 | |||
|- | |||
! f,hcf+[[image:snkc.gif]] | |||
| | |||
| | |||
| | |||
|align="center"| HL | |||
|- | |||
! <br>qcfx2+[[image:snkb.gif]]<br><br> | |||
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| | |||
| | |||
|align="center"| HL | |||
|rowspan="2" colspan="3"| [[image:Robert02_qcfx2K.png|center]] | |||
|rowspan="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 | |||
|- | |||
! qcfx2+[[image:snkd.gif]] | |||
| | |||
| | |||
| | |||
|align="center"| HL | |||
|- | |||
! <br>qcf,hcb+[[image:snka.gif]]<br><br> | |||
| | |||
| | |||
| | |||
|align="center"| HL | |||
|rowspan="2" colspan="3"| [[image:Robert02_qcfhcbP.png|center]] | |||
|rowspan="2"|'''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 | |||
|- | |||
! qcf,hcb+[[image:snkc.gif]] | |||
| | |||
| | |||
| | |||
|align="center"| HL | |||
|- | |||
|colspan="9" align="center"| '''SDM''' | |||
|- | |||
! qcf,hcb+[[image:snka.gif]]+[[image:snkc.gif]] | |||
| | |||
| | |||
| | |||
|align="center"| HL | |||
|colspan="3"| [[image:Robert02_SDM.png|center]] | |||
|'''Ryuuko Ranbu - qcf hcb+AC''' | |||
* same properties as his normal DM version but does more damage | |||
* travels the same length as qcf hcb+A | |||
|- | |||
|colspan="9" align="center"| '''HSDM''' | |||
|- | |||
! qcf,hcb+[[image:snkb.gif]]+[[image:snkd.gif]] | |||
| | |||
| | |||
| | |||
|align="center"| - | |||
|colspan="3"| [[image:Robert02_HSDM.png|center]] | |||
|'''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% | |||
|} | |} | ||
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===DMs=== | ===DMs=== | ||
2. Haiga Ryuu - qcfx2+K | 2. Haiga Ryuu - qcfx2+K |
Revision as of 15:26, 8 August 2013
General Info
Crouch height: Medium
Colors
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Movelist
DMs
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%