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| |} | | |} |
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| | ===Special Moves=== |
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| | '''Lightning Legs Knockout Kick - (hcb+K)''' |
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| | '''Dragon Blast Punch - (qcf+P)''' |
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| | '''Ryuga - (dp+P)''' |
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| | '''Flying Dragon Kick - (qcb+K)''' |
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| | '''Great Spirit Kick - fbf+K''' |
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| | ===Desperation Moves=== |
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| | '''Haoh Sho Koh Ken - (f,hcf+P)''' |
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| | '''Ryuko Ranbu - (qcf,hcb+P)''' |
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| ==Combos== | | ==Combos== |
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| *cl.C,f+B,hcb+D | | *cl.C,f+B,hcb+D |
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| *f+B, fbf+B, dp+C (mid or close range only) | | *f+B, fbf+K, dp+C (mid or close range only) |
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| *''corner'' cl.C, fbf+B, dp+C | | *''corner'' cl.C, fbf+K, dp+C |
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| *''corner'' cr.C, f+A, qcb+B | | *''corner'' cr.C, f+A, qcb+B |
Introduction
Gameplay Overview
In-depth Analysis
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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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3/6/5
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HL
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3/6/6
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C,S,Su
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L
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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).
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4/10/15
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C,S,Su
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HL
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Fast and cancelable, good as a meaty too.
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7/8*6/13
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HL
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Standing Far
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3/6/5
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HL
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Not that great for a standing A, can be anti-air vs short hop.
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5/7/7
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HL
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Not bad medium range poke.
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5/10/21
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HL
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Very good and fast long range poke, but some characters can crouch under it.
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HL
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Slower than standing C, but longer range, bigger hitbox, and only Choi/Chin can crouch under it.
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+
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11/4/23
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S,Su
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HL
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Crouching
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4/6/6
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C,S,Su
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HL
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3/6/5
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S,Su
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L
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Nice range cancelable (not chainable into command normals) low, the main poking tool into combos.
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3/2+3/25
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C,S,Su
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HL
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Very fast anti-air and ground poke! Cancelable. Not bad to slow cancel into f+A.
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7/5/24
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C,S,Su
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L
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Medium speed long range sweep. Cancelable, and a good meaty. Good to slow cancel into f+A.
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Jump
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4/11
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-/-
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H
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Crazy big hitbox but at a sort of weird angle. Can actually cross-up, too.
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4/9
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-/-
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H
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Can cross up, alright as a jump-in, but jumping D is better.
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4/9
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-/-
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H
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8/7
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-/-
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H
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The tip of his foot on this poke tends to beat a LOT of things. One of the best air-to-ground 'poking' moves, or even air-to-air jumping back.
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+
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11/6
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KD/-
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HL
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Great air-to-air.
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Command Normals
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f+
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16/5/12
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H
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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. If it hits, you can go for a type of 50/50 with hcf+K throw or cr.B xx hcb+B. The meatier the better. Remember that you can delay the input off of mvoes 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).
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f+ (cancel)
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16/5/12
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S
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HL
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f+
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16/3/30
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S,Su
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HL
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Always the same speed and cancelable whether it's chained or done alone. Good combo filler, but never stop at this move as it is punishable on block.
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Special Moves
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Special Moves
Lightning Legs Knockout Kick - (hcb+K)
Dragon Blast Punch - (qcf+P)
Ryuga - (dp+P)
Flying Dragon Kick - (qcb+K)
Great Spirit Kick - fbf+K
Desperation Moves
Haoh Sho Koh Ken - (f,hcf+P)
Ryuko Ranbu - (qcf,hcb+P)
Combos
- f+B, fbf+K, dp+C (mid or close range only)
All of Roberts normal DM and meaty f+A setups work as well.