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====Desperation Moves==== | ====Desperation Moves==== | ||
*'''Ryuuko Ranbu ([[File:qcf.gif]][[File:hcb.gif]] + [[File:punch.gif]])''' - | *'''Ryuuko Ranbu ([[File:qcf.gif]][[File:hcb.gif]] + [[File:punch.gif]])''' - A standard Kyokugen ranbu DM. Decent combo finisher, but not very damaging. | ||
**'''[[File:Ex.png]] Ryuuko Ranbu ([[File:qcf.gif]][[File:hcb.gif]] + [[File:snka.gif]] + [[File:snkc.gif]])''' - | **'''[[File:Ex.png]] Ryuuko Ranbu ([[File:qcf.gif]][[File:hcb.gif]] + [[File:snka.gif]] + [[File:snkc.gif]])''' - High-damaging ranbu that ends with a flying kick that deals unscaled damage. Great for finishing combos. | ||
*'''Haou Shoukouken ([[File:qcf.gif]][[File:hcb.gif]] + [[File:punch.gif]])''' - | *'''Haou Shoukouken ([[File:qcf.gif]][[File:hcb.gif]] + [[File:punch.gif]])''' - Fullscreen projectile DM. Another tool for projectile wars, though not too effective as a combo tool. The projectile can be difficult to jump over so it can be used to cover the screen, though the projectile deals minimal chip damage and can possibly be punished by a roll or invulnerable attack. | ||
*'''Hien Shippuu Ryuujinkyaku ([[File:qcf.gif]][[File:hcb.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]]) - | *'''Hien Shippuu Ryuujinkyaku ([[File:qcf.gif]][[File:hcb.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]]) - Robert jumps backward during the superflash and does a divekick that will ride the opponent into the ground. Robert's most damaging finisher, though the move doesn't have any utility if used on its own. | ||
=== Tips and Tricks === | === Tips and Tricks === |
Revision as of 16:30, 30 October 2011


Robert Garcia
In a nutshell
Fill this in with a general overview of the character.
Video Walkthrough
Move List
Normal Moves
Standing Light Punch
kof.lp
25
chaincancel cancel
Standing Light Kick
kof.lk
30
cancel
Standing Heavy Punch
kof.sp
80
cancel
Close Heavy Punch
kof.sp
70
cancel
Standing Heavy Kick
kof.sk
70
Close Heavy Kick
kof.sk
80
cancel
Crouching Light Punch
d + kof.lp
25
chaincancel cancel
Crouching Light Kick
d + kof.lk
30
low chaincancel
Crouching Heavy Punch
d + kof.sp
70
1st hitbox: cancel
Crouching Heavy Kick
d + kof.sk
80
low softknockdown cancel
Blowback Attack
kof.sp + kof.sk
75
softknockdown specialcancel
Jumping Light Punch
air kof.lp
Jump: 45
Hop: 40
Hop: 40
high specialcancel
Jumping Light Kick
air kof.lk
Jump: 45
Hop: 40
Hop: 40
high
Jumping Heavy Punch
air kof.sp
Jump: 72
Hop: 70
Hop: 70
high specialcancel
Jumping Heavy Kick
air kof.sk
Jump: 70
Hop: 68
Hop: 68
high
Jumping Blowback Attack
air kof.sp + kof.sk
Jump: 90
Hop: 80
Hop: 80
softknockdown specialcancel
Unique Attacks
Upper
f + kof.lp
25×2
cancel
Low Kick
f + kof.lk
45
low cancel
Ushirogeri
kof.lk + kof.sk
55
aironly
Triangle Jump (Ushirogeri)
kof.lk + kof.sk near wall
aironly (back jump)
Throw
Kubikiri Nage
f or b + kof.sp or kof.sk (while close)
100
throw
Special Moves
Ryuugekiken
qcf + p
p : 65
ex : 60+70
ex : 60+70
supercancel
ex : softknockdown
ex : softknockdown
Ryuuga
dp + p
kof.lp : 70
kof.lp (aerial): 45
kof.sp : 75+45
ex : 100+70
kof.lp (aerial): 45
kof.sp : 75+45
ex : 100+70
softknockdown drivecancel
Hien Shippuukyaku
db (charge) f + k
kof.lk : 70
kof.sk : 60×2
ex : 70+80
kof.sk : 60×2
ex : 70+80
softknockdown
kof.sk : drivecancel
kof.sk : drivecancel
Hien Ryuujinkyaku
qcb + k
k : 60
ex : 120
ex : 120
aironly softknockdown drivecancel
Gen'eikyaku
f b f + k
k : 0×2+10×13+135
ex : 0×2+15×19+155
ex : 0×2+15×19+155
hardknockdown drivecancel
Ryuuren: Gen'eikyaku
hcf + k
k : 10×3+130
ex : 10×6+80
ex : 10×6+80
throw hardknockdown
Desperation Moves
Ryuuko Ranbu
qcf hcb + p
p : 0+10×13+30+60
ex : 0+10×10+8×18+10+50
ex : 0+10×10+8×18+10+50
softknockdown maxcancel
Haou Shoukouken
f hcf + p
200
softknockdown
Hien Shippuu ryuujinkyaku
qcf hcb + kof.lk + kof.sk
0×n+450(125)
airok softknockdown
Apprentice Combos
Strategy
Move Analysis
Unique Attacks
- Upper (
+
) - Command uppercut that can hit twice, but is only cancelable on the first hit. The second hit will whiff on crouching opponents and is only useful in Hyperdrive Mode where it can be canceled.
- The first hit can be canceled into specials, DMs, and Robert's Low Kick (
+
). Robert effectively has an easy-to-confirm combo chain off of a Close Heavy Punch. Works best directly off of a Close C canceled into Low Kick into Upper.
- This can also anti-air although the laggy startup limits its use primarily to anti-airing jumps, not hops.
- The first hit can be canceled into specials, DMs, and Robert's Low Kick (
- Low Kick (
+
) - A low shin kick that actually hits low. Cancels into specials and Upper (
+
) and combos from Heavy normals.
- Ushirogeri (
+
+
) - Functions just like Iori's Gaishiki: Yuriori (Jumping
+
as a crossup attack, only Robert's input is simpler. Must be done low to the ground to hit crouching players.
- Does not hit high; can be crouch blocked.
- Triangle Jump (Ushirogeri) (Near edge of screen,
+
+
) - Robert jumps forward off of a wall. Can be used as a risky corner escape or as a crazy setup into a Ushirogeri crossup attempt.
Throw
Special Moves
- Ryuugekiken (
+
) - Fullscreen fireball, much like a standard Hadouken.
version travels slower and has better recovery and the
version travels faster while leaving the player with more recovery. A solid zoning tool for controlling the short hop space and the ground, as well as a potential anti-air. Safe as a frametrap ender unless the opponent performs a guard cancel roll.
- This is a non-grounded projectile meaning certain slides, attacks, and DMs can be used to pass underneath of the projectile.
Ryuugekiken (
+
+
) - Travels faster and causes a soft knockdown; nullifies normal projectiles and will cancel out against other EX projectiles. Nice tool for projectile wars or to catch the opponent off guard with its speed.
- Ryuuga (
+
) - The token rising vertical uppercut. The weak version is stays low to the ground but has a smaller hitbox as opposed the two twice-hitting strong version which moves Robert higher into the air while being more invulnerable on startup.
- Hien Shippuukyaku (
(charge),
+
) - Robert travels half-screen with a flying kick that causes a knockdown on hit or bounces him backward on block. The
kick recovers faster on block and can be difficult to punish, but it cannot be Drive Canceled. The strong version behaves oppositely, being less safe but more damaging with Drive Cancel possibilities.
- Hien Ryuujinkyaku (air
+
) - Robert's divekick is more punishable than in previous games as he no longer bounces off the opponent on block, instead landing in front of the player with a frame disadvantage. While not as abusable, Robert still has a way to alter his aerial trajectory on command. Still, this is an important tool for its use in Drive Cancel combos as it leaves the opponent in a hittable state afterward.
- Gen'eikyaku (
+
) - Multi-hitting kick ranbu that sucks the opponent in on hit. Somewhat slow to start up, but this is mainly a combo tool as whiffing the attack leaves the player incredibly vulnerable. Drive Cancelable into followups or simply causes a hard knockdown afterward.
- Ryuuren: Gen'eikyaku (
+
) - Although this move is typically a proximity unblockable, in KOFXIII it behaves as an instant command grab. This can be linked from a Crouching Light Kick on hit or comboed into from close ranges. Overall, a great tool on the offensive that increases the way Robert can break down the opponent's defense. Like most command grabs, it can be punished by a neutral hop for a full combo if baited.
- This is also a great defensive option for punishing a variety of moves that are safe against most counterattacks and can even function as a reversal.
Ryuuren: Gen'eikyaku (
+
+
) - Has an extended range which allows it to connect from Robert's command chain series plus it launches the opponent directly upward on hit for a follow-through.
Desperation Moves
- Ryuuko Ranbu (
+
) - A standard Kyokugen ranbu DM. Decent combo finisher, but not very damaging.
- Haou Shoukouken (
+
) - Fullscreen projectile DM. Another tool for projectile wars, though not too effective as a combo tool. The projectile can be difficult to jump over so it can be used to cover the screen, though the projectile deals minimal chip damage and can possibly be punished by a roll or invulnerable attack.
- Hien Shippuu Ryuujinkyaku (
+
+
) - Robert jumps backward during the superflash and does a divekick that will ride the opponent into the ground. Robert's most damaging finisher, though the move doesn't have any utility if used on its own.