His normals have extremely long reach. Take advantage of this: carve out territory with his reach, so the opponent cannot enter it.
At a glance
|Ryūchōkyaku||(throw) f/b + C|
|Kubikiri Nage||(throw) f/b + D|
|Ryūhanshū||f + B|
|Kōryū Kōkyaku Geri||f + A|
|Ryūgekiken||qcf + P|
|Ryūga||dp + P|
|Ryūzanshō||dp + K|
|Hien Senpūkyaku||hcb + K|
|Hien Ryūjinkyaku||(air) qcb + K|
|Kyokugen-Ryū Renbukyaku||(throw) hcf + K|
|Super special moves|
|Haō Shōkōken||f hcf + P|
|Ryūko Ranbu||qcf hcb + P|
|Muei Shippū Jūdankyaku||qcf qcf + K (possible in midair)|
- 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.
- f + B
- Cancelable even if not cancelled into; juggles the opponent with a midair hit. A pivot for his ground and air 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.
- qcf + P
- An unlaunched projectile. Really better at forward roll checking than at zoning, due to its slow startup and and persisting nature.
- 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.
- Hien Senpūkyaku
- hcb + K
- A multi-hit kicking move that advances forward at low altitude. Unfortunately, it doesn’t do knockdown. The weak version has the advantage of being difficult to counter, even when blocked, whereas the strong version has long reach.
- 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.
- Kyokugen-Ryū Renbukyaku
- hcf + K at throwing distance
- Proximity unblockable multi-kick with slow startup. When successful, it launches the opponent so you can juggle. However, none of the supers can juggle off it. It no longer has startup invincibility frames.
- dp + K
- Has the appearance of an anti-air, but in fact the hitbox has low priority. It does good damage, so use it in combos. New to UM, you can use Hien Ryūjinkyaku on the descent if it touches the opponent.
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.
- Muei Shippū Jūdankyaku
- qcf qcf + K (possible in midair)
- Another ranbu-type super, though this one doesn’t lock the opponent. In UM, it combos from weak moves and is possible to start in midair. Use it in combos.
- cr.B >> cr.B >> Ryūzanshō or Muei Shippū Jūdankyaku
- Safe combo from weak moves.
- j.D > cl.C >> Ryūhanshū >> strong Ryūga or Ryūko Ranbu
- Now that Ryūga has been buffed, this combo is much safer than in OG. MAX Ryūko Ranbu will also work.
- (corner) j.D > cl.C >> Kōryū Kōkyaku Geri >> Hien Ryūjinkyaku or Muei Shippū Jūdankyaku
- This one will probably be seen less in UM play just because the combo above is better now, but this one leaves you less open if the command move is blocked.
- cl.C >> Kyokugen-Ryū Renbukyaku > Ryūhanshū >> strong Ryūzanshō
- If the juggle seems too hard, you can skip straight to the Ryūzanshō.
His strong zone is where Kōryū Kōkyaku Geri and cr.D will barely hit. Keep this distance constantly if you can. To enter this distance, using j.CD so that the very tip will hit will work. Once you do this, you’ll end up in about the right spot.
Basically, zone with cr.D and st.D; use timing with st.A for threatening jumps. To check forward rolls, cr.D cancelled into weak Ryūgekiken will be effective, but if you do it too much you can expect to get it stuffed, so you will also need to do other things like nothing, or like canceling into moves that won’t hurt you like Kōryū Kōkyaku Geri or weak Hien Senpūkyaku.
The length of his reach is not just for defense, but also for offense. The reach of the overhead Kōryū Kōkyaku Geri and of the low-hitting cr.D is about the same, and both are long, so you can use just these for attacks if you want. If a Kōryū Kōkyaku Geri is blocked, you have two options: do it again, or do a cr.B (well, there is a third possibility; interrupting with Ryūga is also okay, it’s just that you can’t always count on the opponent to stop blocking when you’re pressing them so well). In UM, the combos from weak moves have been strengthened, too, so turtling them up with weak moves is also powerful. When it comes to post-jump and wakeup meaties, pressing them with even just the two options of cr.B and Kōryū Kōkyaku Geri is strong.
Hien Senpūkyaku and Hien Ryūjinkyaku don’t leave you open when the very tip hits, but many opponents will attempt a counter after them. Therefore, give them two options: Ryūga and something else (like a further two options between an overhead and a low hitter). If you want to cut through cleanly, cr.B is effective.