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Line 342: |
Line 342: |
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| ! f,b,f+[[image:snkb.gif]] | | ! f,b,f+[[image:snkb.gif]] |
| |align="center"| 11/2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(4)2/13 | | |align="center"| 11/[2(4)]x9,2/13 |
| |align="center"| KD/-51 | | |align="center"| KD/-51 |
| |align="center"| Fo | | |align="center"| Fo |
Line 360: |
Line 360: |
| |align="center"| HL | | |align="center"| HL |
| |- | | |- |
| ! <br>hcf+[[image:snkb.gif]]<br><br> | | ! <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 |
| |rowspan="2" colspan="3"| [[image:Robert02_hcfK.png|center]] | | |colspan="3"| [[image:Robert02_hcfK.png|center]] |
| |rowspan="2"|'''Kyokugen-ryuu Renbu Kyaku - hcf+K'''
| | |'''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 372: |
Line 372: |
| * Free cancellable out of on the last hit | | * Free cancellable out of on the last hit |
| * Invincible: Frame 1-8. | | * Invincible: Frame 1-8. |
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| ! hcf+[[image:snkd.gif]]
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| |align="center"| Grab
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| |- | | |- |
| ! j.qcb+[[image:snkb.gif]] | | ! j.qcb+[[image:snkb.gif]] |
Line 420: |
Line 414: |
| | | | | |
| |align="center"| HL | | |align="center"| HL |
| |rowspan="2" colspan="3"| [[image:Robert02_qcfx2K.png|center]] | | |colspan="3"| [[image:Robert02_qcfx2K.png|center]] |
| |rowspan="2"|'''Haiga Ryuu - qcfx2+K'''
| | |'''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. |
| |-
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| ! qcfx2+[[image:snkd.gif]]
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| |align="center"| HL
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| |- | | |- |
| ! <br>qcf,hcb+[[image:snka.gif]]<br><br> | | ! <br>qcf,hcb+[[image:snka.gif]]<br><br> |
General Info
Crouch height: Medium
Colors
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Frames
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Advantage
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Cancel
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Block
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Hitbox
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Notes
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Standing Close
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6/6/3
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+3/+1
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R,C,S,Su
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HL
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|
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3/6/6
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0/-2
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C,S,Su
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L
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|
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5/5/13
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+2/0
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C,S,Su
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HL
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|
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5/8*6/13
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+1/-1
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C,S,Su
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HL
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|
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Cancellable on first hit only
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Standing Far
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3/6/5
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+1/-1
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R
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HL
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|
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5/7/7
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-2/-4
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HL
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8/7/13
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0/-2
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HL
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10/4/25
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-9/-11
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HL
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+
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14/4/18
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KD/0
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S,Su
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HL
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Crouching
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4/4/6
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+2/0
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R,C,S,Su
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HL
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|
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3/6/5
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+1/-1
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R,C,S,Su
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L
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|
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4/2+3/25
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-10/-12
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C,S,Su
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HL
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|
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7/5/24
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KD/-13
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L
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Jump
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3/7/-
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-/-
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H
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3/6/-
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-/-
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H
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6/6/-
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-/-
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S
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H
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7/4/-
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-/-
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S
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H
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+
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16/5/-
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KD/-
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HL
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Neutral Jump
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3/6/-
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-/-
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H
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3/9/-
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-/-
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H
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5/7/-
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-/-
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S
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H
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8/5/-
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-/-
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S
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H
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Hop
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4/5/-
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-/-
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H
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3/7/-
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-/-
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H
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3/4/-
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-/-
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S
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H
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7/4/-
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-/-
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H
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+
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11/5/-
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KD/-
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HL
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Command Normals
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f+
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17/4/12
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+4/+2
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H
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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
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f+ (cancel)
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13/5/15
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0/-2
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S
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HL
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b+
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13/3+4/20
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KD/-9
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HL
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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
|
f+
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14/3/30
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-13/-15
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S,Su
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HL
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Ryuu Hanshuu - b/f+B
- Robert does a forward kick
- cancellable
- keeps the opponent in a juggle state if it hits an airborne opponent
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Special Moves
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qcf+
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17/-/30
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+2/0
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HL
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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
|
qcf+
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24/-/28
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+4/+2
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HL
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dp+
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3/3(0)12/11+13
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KD/-21
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Su,Fi
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HL
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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).
- dp+C is invincible for the last three frames of startup, and the complete first active period.
- free cancellable into
|
dp+
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4/3(0)17/16+11
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KD/-26
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Su,Fi
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HL
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f,b,f+
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11/[2(4)]x9,2/13
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KD/-51
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Fo
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HL
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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
|
f,b,f+
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11/[2(4)]x19,2/13
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KD/-111
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Fo
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HL
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hcf+
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11/2(12)2(14)2(11)3/16
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KD
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Fo
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Grab
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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
- Invincible: Frame 1-8.
|
j.qcb+
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16/Until land/13
|
KD/-
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HL
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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
|
j.qcb+
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17/Until land/16
|
KD/-
|
|
HL
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DMs
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f,hcf+
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18/-/50
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KD/-20
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HL
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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
- Invincible: A: Frame 1, C: Frame 1-5.
|
f,hcf+
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23/-/52
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KD/-22
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HL
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qcfx2+
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10/7/32
|
KD/-15
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|
HL
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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
- Invincible: Frame 1-3.
- 23 frames of blockstun.
|
qcf,hcb+
|
18/13/35
|
KD/-18
|
|
HL
|
|
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
- Invincible: Complete startup. Lower body invincible: Complete active period.
- Active period is ended as soon as the move connects (on hit or block).
|
qcf,hcb+
|
12/26/39
|
KD/-22
|
|
HL
|
SDM
|
qcf,hcb+ +
|
14/13/41
|
KD/-24
|
|
HL
|
|
Ryuuko Ranbu - qcf hcb+AC
- Same properties as his normal DM version but does more damage
- Travels the same length as qcf hcb+A
- Invincible: Complete startup. Lower body invincible: Complete active period.
|
HSDM
|
qcf,hcb+ +
|
42/13/41
|
KD/-24
|
|
-
|
|
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%
- Invincible: Complete startup.
|
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 xx f b f+K - 45%
2. cl.D(1) f+A xx qcb+K - 20%
3. f+A, dp+A - 15%
4. ~cl.D(1), f+A(slightly delayed after D, but still a cancel), dp+A - 22% (less chance of messing up than combo below)
5. ~cl.D(1), f+A(slightly delayed after D, but still a cancel), cl.B, dp+C(1), (S)qcf hcb+C - 55%
6. qcb+K(air, counterhit), f b f+K/(dp+C(1), (S)qcfx2+K(Buffer:qcf+K)) - 30%/40%
Strategies
Game Navigation
General
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Characters
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Secret/Orochi Characters
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