The King of Fighters 2002/Robert: Difference between revisions

From SuperCombo Wiki
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|align="center"| 14/4/18
|align="center"| 14/4/18
|align="center"| KD/0
|align="center"| KD/0
|
|align="center"| S,Su
|align="center"| HL
|align="center"| HL
|colspan="2"| [[image:Robert02_stCD.png|center]]
|colspan="2"| [[image:Robert02_stCD.png|center]]

Revision as of 15:47, 7 August 2013

General Info

Crouch height: Medium
Colors:

Snka.gif Snkb.gif Snkc.gif Snkd.gif
Robert02 colorA.png Robert02 colorB.png Robert02 colorC.png Robert02 colorD.png

Movelist

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 6/6/3 +3/+1 R,C,S,Su HL
Robert02 clA.png
Snkb.gif 3/6/6 0/-2 C,S,Su L
Robert02 clB.png
Snkc.gif 5/5/13 +2/0 C,S,Su HL
Robert02 clC.png
Snkd.gif 5/8*6/13 +1/-1 C,S,Su HL
Robert02 clD1.png
Robert02 clD2.png
Standing Far
Snka.gif 3/6/5 +1/-1 R HL
Robert02 stA.png
Snkb.gif 5/7/7 -2/-4 HL
Robert02 stB.png
Snkc.gif 8/7/13 0/-2 HL
Robert02 stC.png
Snkd.gif 10/4/25 -9/-11 HL
Robert02 stD.png
Snkc.gif+Snkd.gif 14/4/18 KD/0 S,Su HL
Robert02 stCD.png
Crouching
Snka.gif 4/4/6 +2/0 R,C,S,Su HL
Robert02 crA.png
Snkb.gif 3/6/5 +1/-1 R,C,S,Su L
Robert02 crB.png
Snkc.gif 4/2+3/25 -10/-12 C,S,Su HL
Robert02 crC1.png
Robert02 crC2.png
Snkd.gif 7/5/24 KD/-13 L
Robert02 crD.png
Jump
Snka.gif 3/7/- -/- H
Robert02 jA.png
Snkb.gif 3/6/- -/- H
Robert02 jB.png
Snkc.gif 6/6/- -/- S H
Robert02 jC.png
Snkd.gif 7/4/- -/- S H
Robert02 jD.png
Snkc.gif+Snkd.gif 16/5/- KD/- HL
Robert02 jCD.png
Neutral Jump
Snka.gif 3/6/- -/- H
Robert02 juA.png
Snkb.gif 3/9/- -/- H
Robert02 juB.png
Snkc.gif 5/7/- -/- S H
Robert02 juC.png
Snkd.gif 8/5/- -/- S H
Robert02 juD.png
Hop
Snka.gif 4/5/- -/- H
Robert02 hA.png
Snkb.gif 3/7/- -/- H
Robert02 hB.png
Snkc.gif 3/4/- -/- S H
Robert02 hC.png
Snkd.gif 7/4/- -/- H
Robert02 hD.png
Snkc.gif+Snkd.gif 11/5/- KD/- HL
Robert02 jCD.png
Command Normals

f+Snka.gif

17/4/12 +4/+2 H
Robert02 fA.png
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
f+Snka.gif
(cancel)
13/5/15 0/-2 S HL
b+Snka.gif 13/3+4/20 KD/-9 HL
Robert02 bA1.png
Robert02 bA2.png
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+Snkb.gif 14/3/30 -13/-15 S,Su HL
Robert02 fB.png
Ryuu Hanshuu - b/f+B
  • Robert does a forward kick
  • cancellable
  • keeps the opponent in a juggle state if it hits an airborne opponent

Throws

1. Ryuuchou Kyaku - b/f+C

  • Robert grabs the opponent and slams them down, knocking them back


2. Kubikiri Nage - b/f+D

  • Robert grabs the opponent and slams them over his shoulder, in the opposite direction he was facing
  • hard knockdown
  • the opponent gets up with his back turned

Special Moves

1. 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


2. 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)
  • free cancellable into


3. 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


4. 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


5. 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


DMs

1. 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


2. 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


3. 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


SDMs

1. Ryuuko Ranbu - qcf hcb+AC

  • same properties as his normal DM version but does more damage
  • travels the same length as qcf hcb+A


HSDMs

1. 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%


Notes

  • cancellable normals are cl.A, cr.A, cl.B, cr.B, cl.C, cr.C, cl.D(1), cr.D
  • CD is cancellable into special moves and DMs
  • cl.B is a low attack

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, f b f+K - 45%
2. cl.D(1), f+A, qcb+K - 20%
3. ~cl.D(1), f+A(slightly delayed after D, but still a cancel), dp+A - 22% (less chance of messing up than combo below)
4. ~cl.D(1), f+A(slightly delayed after D, but still a cancel), cl.B, dp+C(1), (S)qcf hcb+C - 55% 5. qcb+K(air, counterhit), f b f+K/(dp+C(1), (S)qcfx2+K(Buffer:qcf+K)) - 30%/40%

Strategies

Game Navigation