The King of Fighters '98: Ultimate Match/EX Robert: Difference between revisions
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=Introduction= | =Introduction= | ||
= | Compared to normal Robert, his defense is stronger, but his combos and attacks are weaker. | ||
==Normal | |||
==Special | Take advantage of his reach and: carve out territory, so the opponent cannot enter it. | ||
==Super | |||
=Move list= | |||
==At a glance== | |||
{| class="wikitable" | |||
|- | |||
! colspan="2" | Normal throw | |||
|- | |||
| Ryūchōkyaku | |||
| (throw) '''f/b + C''' | |||
|- | |||
| Kubikiri Nage | |||
| (throw) '''f/b + D''' | |||
|- | |||
! colspan="2" | Command moves | |||
|- | |||
| Ryūhanshū | |||
| '''f + B''' | |||
|- | |||
| Kōryū Kōkyaku Geri | |||
| '''f + A''' | |||
|- | |||
! colspan="2" | Special moves | |||
|- | |||
| Ryūgekiken | |||
| '''qcf + P''' | |||
|- | |||
| Ryūga | |||
| '''dp + P''' | |||
|- | |||
| Hien Shippūkyaku | |||
| '''hcb + K''' | |||
|- | |||
| Hien Ryūjinkyaku | |||
| (air) '''qcb + K''' | |||
|- | |||
| Gen'eikyaku | |||
| '''f b f + K''' | |||
|- | |||
! colspan="2" | Super special moves | |||
|- | |||
| Haō Shōkōken | |||
| '''f hcf + P''' | |||
|- | |||
| Ryūko Ranbu | |||
| '''qcf hcb + P''' | |||
|} | |||
==Normal moves== | |||
* st.D and cr.D – have dreadfully long reach. Note that the former cannot be cancelled, so don’t overuse it. | |||
* st.A – has long reach. Useful as a jump checker. | |||
* st.B – has long reach. Useful in ground zoning. | |||
* j.CD – has long reach; the hitbox faces horizontally, making this useful in air-to-air. | |||
==Command moves== | |||
* Ryūhanshū | |||
:* '''f + B''' | |||
:* Cancelable even if not cancelled into. A pivot for his combos. | |||
---- | |||
* Kōryū Kōkyaku Geri | |||
:* '''f + A''' | |||
:* Overhead with long reach and invincibility against low hits. You have pretty even odds, because there will be some space according to how far away you were to begin with, making it more difficult for the opponent to counter. The startup is faster than in OG. | |||
==Special moves== | |||
* Ryūgekiken | |||
:* '''qcf + P''' | |||
:* A high projectile. It can even hit opponents who’ve jumped. | |||
---- | |||
* Ryūga | |||
:* '''dp + P''' | |||
:* Anti-air move. The strong version has invincibility, and now launches the opponent from the first hit, so it has become a powerful anti-air and stuffer. | |||
---- | |||
* Gen'eikyaku | |||
:* '''f b f + K''' | |||
:* Puts a striking hitbox forward. When it hits the opponent, it locks them and performs a multiple hits. The hitbox nearly covers his whole body, so it is hard for the opponent to tap you out of it. Its reach is long, so it isn’t easy for them to get around to the other side, either. The opponent is now launched after the hits such that in the corner you can juggle with, say, Ryūga. | |||
---- | |||
* Hien Shippūkyaku | |||
:* '''hcb + K''' | |||
:* A kicking move that flies forward at low altitude. The strong version now has faster startup, and now also combos from weak moves. The weak version does one hit; the strong version does two. | |||
---- | |||
* Hien Ryūjinkyaku | |||
:* '''qcb + K''' in midair | |||
:* A kick that descends from the air. The weak version descends at a steeper angle. Robert no longer hops away when this is blocked, so using this really close to the opponent is a bad idea; rather, attack from as high as is permissible (don’t get anti-aired, of course), so that if you are blocked, you won’t be so open. | |||
==Super special moves== | |||
* Ryūko Ranbu | |||
:* '''qcf hcb + P''' | |||
:* A Ranbu-type super that combos from strong attacks. It continues even if blocked. Does great damage, but it has no invincibility frames, so you have to keep it to combos most of the time. | |||
---- | |||
* Haō Shōkōken | |||
:* '''f hcf + P''' | |||
:* A big projectile. It has been sped up from OG, and now it safely connects combos from strong attacks. The strong version is now significantly faster than the weak version, so you can now decide on fast/slow like you can with Ryo. | |||
=The Basics= | =The Basics= | ||
=Advanced Strategy= | =Advanced Strategy= |
Revision as of 03:11, 8 August 2008
Introduction
Compared to normal Robert, his defense is stronger, but his combos and attacks are weaker.
Take advantage of his reach and: carve out territory, so the opponent cannot enter it.
Move list
At a glance
Normal throw | |
---|---|
Ryūchōkyaku | (throw) f/b + C |
Kubikiri Nage | (throw) f/b + D |
Command moves | |
Ryūhanshū | f + B |
Kōryū Kōkyaku Geri | f + A |
Special moves | |
Ryūgekiken | qcf + P |
Ryūga | dp + P |
Hien Shippūkyaku | hcb + K |
Hien Ryūjinkyaku | (air) qcb + K |
Gen'eikyaku | f b f + K |
Super special moves | |
Haō Shōkōken | f hcf + P |
Ryūko Ranbu | qcf hcb + P |
Normal moves
- st.D and cr.D – have dreadfully long reach. Note that the former cannot be cancelled, so don’t overuse it.
- st.A – has long reach. Useful as a jump checker.
- st.B – has long reach. Useful in ground zoning.
- j.CD – has long reach; the hitbox faces horizontally, making this useful in air-to-air.
Command moves
- Ryūhanshū
- f + B
- Cancelable even if not cancelled into. A pivot for his combos.
- Kōryū Kōkyaku Geri
- f + A
- Overhead with long reach and invincibility against low hits. You have pretty even odds, because there will be some space according to how far away you were to begin with, making it more difficult for the opponent to counter. The startup is faster than in OG.
Special moves
- Ryūgekiken
- qcf + P
- A high projectile. It can even hit opponents who’ve jumped.
- Ryūga
- dp + P
- Anti-air move. The strong version has invincibility, and now launches the opponent from the first hit, so it has become a powerful anti-air and stuffer.
- Gen'eikyaku
- f b f + K
- Puts a striking hitbox forward. When it hits the opponent, it locks them and performs a multiple hits. The hitbox nearly covers his whole body, so it is hard for the opponent to tap you out of it. Its reach is long, so it isn’t easy for them to get around to the other side, either. The opponent is now launched after the hits such that in the corner you can juggle with, say, Ryūga.
- Hien Shippūkyaku
- hcb + K
- A kicking move that flies forward at low altitude. The strong version now has faster startup, and now also combos from weak moves. The weak version does one hit; the strong version does two.
- Hien Ryūjinkyaku
- qcb + K in midair
- A kick that descends from the air. The weak version descends at a steeper angle. Robert no longer hops away when this is blocked, so using this really close to the opponent is a bad idea; rather, attack from as high as is permissible (don’t get anti-aired, of course), so that if you are blocked, you won’t be so open.
Super special moves
- Ryūko Ranbu
- qcf hcb + P
- A Ranbu-type super that combos from strong attacks. It continues even if blocked. Does great damage, but it has no invincibility frames, so you have to keep it to combos most of the time.
- Haō Shōkōken
- f hcf + P
- A big projectile. It has been sped up from OG, and now it safely connects combos from strong attacks. The strong version is now significantly faster than the weak version, so you can now decide on fast/slow like you can with Ryo.