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forward back forward kick | forward back forward kick | ||
===Colors=== | ===Colors=== | ||
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==Gameplay Overview== | ==Gameplay Overview== | ||
AOF2 / KOF94 Robert still have the normals of the KOF98 version but losts his Command Grabs ,anti air kick and qcf qcf + K DM, but it have a better Ko Oh Ken, a modified damaging Hien Shippu Kyaku added with his classics Hundred Kick Special. | |||
==In-depth Analysis== | ==In-depth Analysis== | ||
==[[ | ==[[The King of Fighters 2002/Normals Guide|Movelist]]== | ||
{|border="1" | {|border="1" | ||
! | ! | ||
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|align="center"| L | |align="center"| L | ||
|colspan="2" | [[image:Robert98_clB.png|center]] | |colspan="2" | [[image:Robert98_clB.png|center]] | ||
| Low and cancelable, like Kyo's. Great move to slow cancel into f+A (ie inputting f+A a little late in order to have it retain it's overhead properties). | | Low and cancelable, like Kyo's. Great move to slow cancel into f + A (ie inputting f + A a little late in order to have it retain it's overhead properties). | ||
|- | |- | ||
! [[image:snkc.gif]] | ! [[image:snkc.gif]] | ||
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|valign="bottom" style="border-right:0px;"| [[image:Robert98_crC1.png|center]] | |valign="bottom" style="border-right:0px;"| [[image:Robert98_crC1.png|center]] | ||
|valign="bottom" style="border-left:0px;"| [[image:Robert98_crC2.png|center]] | |valign="bottom" style="border-left:0px;"| [[image:Robert98_crC2.png|center]] | ||
| Very fast anti-air and ground poke! Cancelable. Not bad to slow cancel into f+A. | | Very fast anti-air and ground poke! Cancelable. Not bad to slow cancel into f + A. | ||
|- | |- | ||
! [[image:snkd.gif]] | ! [[image:snkd.gif]] | ||
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|align="center"| L | |align="center"| L | ||
|colspan="2" | [[image:Robert98_crD.png|center]] | |colspan="2" | [[image:Robert98_crD.png|center]] | ||
| Medium speed long range sweep. Cancelable, and a good meaty. Good to slow cancel into f+A. | | Medium speed long range sweep. Cancelable, and a good meaty. Good to slow cancel into f + A. | ||
|- | |- | ||
|colspan="8" align="center"| '''Jump''' | |colspan="8" align="center"| '''Jump''' | ||
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|colspan="8" align="center"| '''Command Normals''' | |colspan="8" align="center"| '''Command Normals''' | ||
|- | |- | ||
! <br>f+[[image:snka.gif]]<br><br> | ! <br>f + [[image:snka.gif]]<br><br> | ||
|align="center"| 16/5/12 | |align="center"| 16/5/12 | ||
|align="center"| | |align="center"| | ||
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|align="center"| H | |align="center"| H | ||
|rowspan="2" colspan="2"| [[image:Robert98_fA.png|center]] | |rowspan="2" colspan="2"| [[image:Robert98_fA.png|center]] | ||
|rowspan="2"| Best overhead in the game! Advantage on block, more advantage on hit, and a combo starter off a meaty hit. Not only is it the best overhead, it's great as a long range poke, too | |rowspan="2"| Best overhead in the game! Advantage on block, more advantage on hit, and a combo starter off a meaty hit. Not only is it the best overhead, it's great as a long range poke, too. Remember that you can delay the input off of moves chained into this to retain it's slower/overhead properties instead of just comboing. When chained, it combos from hard hits, is non-overhead, and cancelable into the Dive Kick (qcf + K in air). | ||
|- | |- | ||
! f+[[image:snka.gif]] (cancel) | ! f + [[image:snka.gif]] (cancel) | ||
|align="center"| 16/5/12 | |align="center"| 16/5/12 | ||
|align="center"| | |align="center"| | ||
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|align="center"| HL | |align="center"| HL | ||
|- | |- | ||
! f+[[image:snkb.gif]] | ! f + [[image:snkb.gif]] | ||
|align="center"| 16/3/30 | |align="center"| 16/3/30 | ||
|align="center"| | |align="center"| | ||
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===Special Moves=== | ===Special Moves=== | ||
* '''Lightning Legs Knockout Kick - (hcb + K)''' | |||
* '''Dragon Blast Punch - (qcf + P)''' | |||
* '''Ryuga - (dp + P)''' | |||
* '''Flying Dragon Kick - (air qcb + K)''' | |||
'''Great Spirit Kick - | |||
* '''Great Spirit Kick - f b f + K''' | |||
===Desperation Moves=== | ===Desperation Moves=== | ||
'''Haoh Sho Koh Ken - (f | |||
* '''Haoh Sho Koh Ken - (f hcf + P)''' | |||
* '''Ryuko Ranbu - (qcf hcb + P)''' | |||
===Combos=== | |||
* cr.B, cr.B / cl.B > | |||
** dp + A | |||
* cl.C / cr.C > | |||
** (S)DM A Ryuuko Ranbu (qcf hcb + A) | |||
** f + B | |||
*** DM A Ryuuko Ranbu (qcf hcb + A) | |||
*** hcb + D | |||
** f + A > Dive Kick (qcf + K in air) (Corner.) | |||
* Corner: cl.C / cr.C / f + B > f b f + K, dp + C | |||
* Meaty: f + A, A Dragon Punch (dp + A) / st.C | |||
* Meaty & corner: f + A, | |||
** Second combo. | |||
Use qcf + B, hcb + A to buffer Ryuuko Ranbu (qcf hcb + A) | |||
*f+B | {{StrategyCorner| | ||
* MAX: cl.C > {{f}} + B > {{hcb}} + D | |||
deals almost the same damage as | |||
* | * cl.C > {{f}} + B > {{qcf}} {{hcb}} + A | ||
Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM. | |||
}} | |||
{{ | == Links == | ||
{{Navbox-KOF98}} | |||
[[Category:The King of Fighters '98: The Slugfest]] | [[Category:The King of Fighters '98: The Slugfest]] |
Latest revision as of 04:17, 1 January 2021
forward back forward kick
Colors
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Gameplay Overview
AOF2 / KOF94 Robert still have the normals of the KOF98 version but losts his Command Grabs ,anti air kick and qcf qcf + K DM, but it have a better Ko Oh Ken, a modified damaging Hien Shippu Kyaku added with his classics Hundred Kick Special.
In-depth Analysis
Movelist
Special Moves
- Lightning Legs Knockout Kick - (hcb + K)
- Dragon Blast Punch - (qcf + P)
- Ryuga - (dp + P)
- Flying Dragon Kick - (air qcb + K)
- Great Spirit Kick - f b f + K
Desperation Moves
- Haoh Sho Koh Ken - (f hcf + P)
- Ryuko Ranbu - (qcf hcb + P)
Combos
- cr.B, cr.B / cl.B >
- dp + A
- cl.C / cr.C >
- (S)DM A Ryuuko Ranbu (qcf hcb + A)
- f + B
- DM A Ryuuko Ranbu (qcf hcb + A)
- hcb + D
- f + A > Dive Kick (qcf + K in air) (Corner.)
- Corner: cl.C / cr.C / f + B > f b f + K, dp + C
- Meaty: f + A, A Dragon Punch (dp + A) / st.C
- Meaty & corner: f + A,
- Second combo.
Use qcf + B, hcb + A to buffer Ryuuko Ranbu (qcf hcb + A)
Strategy Corner
- MAX: cl.C >
+ B >
+ D
deals almost the same damage as
- cl.C >
+ B >
+ A
Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM.