The King of Fighters XIII/Robert

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Robert Garcia

KOFXIII-Robert Face.png

In a nutshell

Robert's a rich playboy that studied Kyokugen Karate with his best friend and sparring partner, Ryo. Sound familiar? Robert's equipped with a full 'shoto' style arsenal of tools which allow him to play a strong fireball and anti-air (even Street Fighteresque) game much like Andy. Make no mistake though, as Robert can be an offensive monster. He has an instant command grab for opening up the opponent which works in conjunction with his capable normals, and his command normals have unique properties. Robert's combos may not be as initially overwhelming as Andy's, but Robert has more tools for breaking down an opponent's defenses as his nickname of "The Mightiest Tiger" would imply.


Video Walkthrough

Move List

Normal Moves

Name
Command
Damage
Special Properties (glossary)
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 specialcancel
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
high specialcancel
Jumping Light Kick
Air kof.lk
Jump: 45
Hop: 40
high
Jumping Heavy Punch
Air kof.sp
Jump: 72
Hop: 70
high specialcancel
Jumping Heavy Kick
Air kof.sk
Jump: 70
Hop: 68
high
Jumping Blowback Attack
Air kof.sp + kof.sk
Jump: 90
Hop: 80
softknockdown specialcancel

Unique Attacks

Name
Command
Damage
Special Properties (glossary)
Upper
f + kof.lp
25×2
Cancelable into Low Kick (when not canceled from Low Kick; regardless of hit/whiff)
1st hit: specialcancel
Standalone: softknockdown
Low Kick
f + kof.lk
45
low specialcancel Cancelable into Upper (when not canceled from Upper; regardless of hit/whiff)
Ushirogeri
kof.lk + kof.sk
55
aironly
Triangle Jump (Ushirogeri)
kof.lk + kof.sk near wall
aironly (back jump)

Throw

Name
Command
Damage
Special Properties (glossary)
Kubikiri Nage
f or b + kof.sp or kof.sk (while close)
100
throw hardknockdown

Special Moves

Name
Command
Damage
Special Properties (glossary)
Ryuugekiken
qcf + p
p : 65
ex : 60+70
supercancel
ex : softknockdown
Ryuuga
dp + p
kof.lp : 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
softknockdown
kof.sk : drivecancel
Hien Ryuujinkyaku
qcb + k
k : 60
ex : 120
aironly softknockdown drivecancel
Gen'eikyaku
f b f + k
k : 0×2+10×13+135
ex : 0×2+15×19+155
hardknockdown drivecancel
Ryuuren: Gen'eikyaku
hcf + k
k : 10×3+130
ex : 10×6+80
throw hardknockdown

Desperation Moves

Name
Command
Damage
Special Properties (glossary)
Ryuuko Ranbu
qcf hcb + p
p : 0+10×13+30+60
ex : ???
softknockdown maxcancel
Haou Shoukouken
f hcf + p
200
softknockdown
Hien Shippuu Ryuujinkyaku
qcf hcb + kof.lk + kof.sk
0×28+450(125)
airok hardknockdown

Console Changes

  • Standing CD has faster startup.
  • Upper (f+A) done by itself causes a knockdown and launches the opponent upwards.
  • Light Hien Shippuukyaku (db~f+B) has faster startup, such that it can be comboed from light attacks.
  • EX Gen'eikyaku (f b f+BD) has faster recovery. In the corner, you can follow up without using a Drive stock.
  • EX Ryuuko Ranbu (qcf hcb+AC) has slower recovery on block.
  • EX Ryuuko Ranbu (qcf hcb+AC) has had the damage for each of its hits adjusted (previously 0+10×10+8×18+10+50). By itself, the move does the same damage, but its damage in combos has been buffed. The finishing hit now does 100 damage by itself.
  • Haoh Shoukouken (f hcf+P) has faster startup and can combo from heavy attacks.
  • Hien Shippuu Ryuujinkyaku (qcf hcb+BD) causes a hard knockdown instead of a soft knockdown.

Strategy

Move Analysis

  • Standing Light Punch (Snka.gif) - Quick jab, good for anti-airing hops or as a quick whiff to bait a reaction. Whiffs against crouching characters.
  • Standing Light Kick (Snkb.gif) - Controls the low hop space similarly to Benimaru's Standing Light Kick. Reaches much further into the air than Standing Light Punch, making this a good hop anti-air. This attack wont hit crouchers, but it recovers fast enough to make whiff punishes somewhat difficult.
  • Standing Heavy Punch (Snkc.gif) - Doesn't reach quite as far as other Standing Heavy Punches, and this one can't hit crouching players. Still functions as a preventive anti-air, though this is easily punished if crouched under.
  • Close Heavy Punch (Close Snkc.gif) - Strong meaty and Robert's fastest combo starting option. Easily cancels into his command normals which can then be hit confirmed before deciding which special to cancel into.
  • Standing Heavy Kick (Snkd.gif) - Although Robert's foot is angled high, this kick will hit crouchers. This has a huge vertical that can easily anti-air, especially preemptively from close ranges. The horizontal reach is not as long which leaves Robert open to sweeps and long pokes if whiffed, though the kick has decent recovery.
  • Close Heavy Kick (Close Snkd.gif) - Sheer vertical kick that hits twice, but starts slower than Close Heavy Punch; so while it can be confirmed easy, it's not too important as Robert already as his command normals for hitconfirming. A strength of this attack is that the vertical hitbox can be used to anti-air opponents by running under or from a delayed setup to stop an attempt to jump out of a command grab setup.
  • Crouching Light Punch (Down.gif + Snka.gif) - Cancelable low jab that is overshadowed by his cancelable Crouching Light Kick.
  • Crouching Light Kick (Down.gif + Snkb.gif) - Chains into itself can can be canceled into specials. Strong tool in conjuncton with his Ryuuren: Gen'eikyaku (Hcf.gif + Kick.gif) command grab for offensive pressure, although Robert can't easily convert a hit into big damage.
  • Crouching Heavy Punch (Down.gif + Snkc.gif) - Crouching uppercut that works as a vertical anti-air and a close frametrap option due to its cancelability. Anti-airs most successfully when deeper into the opponent, where Robert's fist reaches behind the opponent's active hitbox. The startup speed is slower than Close Heavy Punch and can be substituted to create a larger gap in a blockstring to bait an action.
  • Crouching Heavy Kick (Down.gif + Snkd.gif) - Long sweep that can cancel into Ryuugekiken ([File:qcf.gif]] + Punch.gif) as a blockstring; whiff canceling the sweep can potentially anti-air if the opponent hops over a sweep, and by mixing up between canceled and uncanceled sweeps the opponent must guess a guard cancel roll to punish the simple 2-in-1.
    • Possibly better as an anti-air since a Crouching Light Kick is difficult to transfer into a combo, and Crouching Heavy Kick has a longer reach.
  • Blowback Attack (Snkc.gif + Snkd.gif) - A big, horizontal boot that cancels into specials. The hitbox is large and can work as an anti-air, meaty, or blockstring tool; when a wall of hitbox is needed, this attack provides it.
  • Jumping Light Punch (Air Snka.gif) - Cancelable downward punch that's mainly overshadowed by Jumping Heavy Kick/Punch.
  • Jumping Light Kick (Air Snkb.gif) - A Ryu-like downward kick that resembles Robert's old divekick. This attack starts fast and has a decent window of active frames, though it doesn't deal much hitstun. Works as a jump-in or quick air-to-air in certain situations.
  • Can cross up.
  • Jumping Heavy Punch (Air Snkc.gif) - Close, deep vertical punch. Robert's best air-to-ground approach against a close opponent or when attempting to hit a low to ground opponent. Causes heavy hitstun and is also cancelable into aerial specials and DMs.
  • Jumping Heavy Kick (Air Snkd.gif) - Long horizontal kick with a strong vertical hitbox; a very good tool for approaching another player or for when zoning in the air. Difficult to anti-air when spaced from maximum range, and deals heavy hitstun. Good choice as a ground-to-air attack until the opponent is close, at which point Jumping Heavy Punch becomes a better option.
    • Works as a cross up.
  • Jumping Blowback Attack (Air Snkc.gif + Snkd.gif) - Traditional flying karate kick with a strong horizontal reach; this makes Robert's Jumping Blowback Attack a slow but strong air-to-air for challenging the opponent. Confirmable on Counterhit into a followup.
    • Cancelable into aerial specials/DMs.

Unique Attacks

  • Upper (F.gif + Snka.gif) - 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 (F.gif + Snkb.gif). 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.
  • Low Kick (F.gif + Snkb.gif) - A low shin kick that actually hits low. Cancels into specials and Upper (F.gif + Snka.gif) and combos from Heavy normals.
    • Moves Robert forward, which helps to make Upper (F.gif + Snka.gif) not whiff. Starting a combo as cl.C f.B f.A is the most consistent combo chain for Robert.
  • Ushirogeri (Snkb.gif+ Snkd.gif) - Functions just like Iori's Gaishiki: Yuriori (Jumping B.gif + Snkb.gif 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, Snkb.gif+ Snkd.gif) - Robert jumps forward off of a wall. Can be used as a corner escape method or as a crazy setup into a Ushirogeri crossup attempt.

Throw

  • Kubikiri Nage (Right.gif or Left.gif + Snkc.gif or Snkd.gif [while close]) -

Special Moves

  • Ryuugekiken (Qcf.gif + Punch.gif) - Fullscreen fireball, much like a standard Hadouken. Snka.gif version travels slower and has better recovery and the Snkc.gif 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.
    • Ex.png Ryuugekiken (Qcf.gif + Snka.gif + Snkc.gif) - 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 (Dp.gif + Punch.gif) - 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.
    • The Snkc.gif version functions as a simple combo ender that can be Drive Canceled for combo extensions. The horizontal hitbox is also larger on the ground.
    • Ex.png Ryuuga (Dp.gif + Snka.gif + Snkc.gif) - A faster and more invulnerable Ryuuga uppercut.
  • Hien Shippuukyaku (Downleft.gif (charge), F.gif + Kick.gif) - Robert travels half-screen with a flying kick that causes a knockdown on hit or bounces him backward on block. The Snkb.gif 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.
    • Ex.png Hien Shippuukyaku (Downleft.gif (charge), F.gif + Snkb.gif + Snkd.gif) - Launches the opponent on hit, but heavily punishable on block by a Close normal.
  • Hien Ryuujinkyaku (air Qcb.gif + Kick.gif) - 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.
    • Ex.png Hien Ryuujinkyaku (air Qcb.gif + Snkb.gif + Snkd.gif) - Hits multiple times which allows for greater followup times on hit. The normal divekick can be Drived Canceled into its EX version to allow Robert to touch down and follow up further, plus the cancel will only come out on hit if buffered.
  • Gen'eikyaku (F.gifB.gifF.gif + Kick.gif) - 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.
    • Ex.png Gen'eikyaku (F.gifB.gifF.gif + Snkb.gif + Snkd.gif) - Deals a heftier amount of damage than the standard version.
  • Ryuuren: Gen'eikyaku (Hcf.gif+ Kick.gif) - 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.
    • Ex.png Ryuuren: Gen'eikyaku (Hcf.gif + Snkb.gif + Snkd.gif) - 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 (Down.gifDownright.gifHcb.gif + Punch.gif) - A standard Kyokugen ranbu DM. Decent combo finisher, but not very damaging.
    • Ex.png Ryuuko Ranbu (Down.gifDownright.gifHcb.gif + Snka.gif + Snkc.gif) - High-damaging ranbu that ends with a flying kick that deals unscaled damage. Great for finishing combos.
  • Haou Shoukouken (Right.gifHcf.gif + 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 (Down.gifDownright.gifHcb.gif + Snkb.gif + 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 inside combos. The attack travels very fast and can be used from the air so it can be used as an abare tool, and the recovery on block is surprisingly neutral.

Tips and Tricks

Combos

0% Drive

0 meter

  • cr.B B B > db~f+B
  • cl.C f.B f.A(1) > dp+A / dp+C / f,b,f+K
    • dp+A give a long soft knockdown, dp+C does the most damage, and f,b,f+K gives a hard knockdown that sends them flying across the screen.
  • cl.C f.B > hcf+P
  • cl.D(1) f.B f.A > hcf+P
    • Most damaging meterless combo, also gives hard knockdown and sends them flying across the screen.
  • (corner) f.A > qcf+P > dp+C
    • Midscreen just combo into dp+C
  • (corner) deep j.qcb+K > dp+A

1 meter

  • cl.C f.B f.A(1) > qcf,hcb+P
  • (corner) hcf+BD > qcf+A > dp+A > dp+A
    • Comboing into this does less damage than super, but the combo itself gains about 50% meter and 25% drive if done from a full chain of normals.
  • (corner) f.A > j.qcb+KK > qcf+A > dp+C

2 meter

  • cl.C f.B f.A(1) qcf,hcb+PP


50% Drive

0 meter

  • (in or near corner) cl.C f.B f.A(1) > dp+C (DC) qcb+D > qcf+P > dp+C
    • You can still do most of this combo midscreen for some decent corner carry if you drop the dp+C at the end.

1 meter

  • (~30-45% screen from corner) cl.C f.B f.A(1) > dp+A (DC) qcf+P > db~f+KK > (optional) qcf+P > dp+C
  • (corner) cr.B B B > db~f+B (DC) qcb+KK > qcf+P > dp+C


100% Drive

2 meter

  • cl.C f.B HD cl.D(2) f.B > dp+C(2) xx qcf,hcb+KK (619 dmg)
    • Not bad despite not being a loop or anything since Roberts neomax carries to the corner and damage is pretty good from all the normals. Even though the game is still slowed down, you can move as soon as Robert touches the floor.

3 meter

  • cl.C f.B HD cl.D(2) f.B > dp+C(1) xx qcf,hcb+P xx qcf,hcb+KK (783 dmg)
    • The ranbu super was basically made for MAX canceling, there's a huge amount of hitstop on the uppercut where you can input the neomax.

Basic Strategy

Advanced Strategy

  • Don't get hit by a ranbu.

Frame Data