Introduction
Robert Garcia, aka Steven Seagal, is an Italian actor/gigolo. He's starred in many action/martial arts films such as Under Siege and Under Siege 2: Dark Territory.
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Gameplay Overview
Robert is a pressure/mixup/rushdown with long limbs and great control of the air as well. He has a couple key moves like his overhead and rapid kicks that allow him to pressure constantly in the corner. He is one of the better characters in KOF98 at guard breaks and accumulating stun (dizzy) damage quickly. His air and ground pokes have great reach as well, making Robert a very well-rounded and beastly character who falls just below the top tier. He's a great character for a beginner and doesn't require much more than average execution skill.
In-depth Analysis
Movelist
Fastest Attacks
- 0F: C throw; D throw
- 1F: -
- 2F: -
- 3F: cl.A; cl.B; st.A; cr.B; cr.C; dp + P
- 4F: cl.C; cr.A
- 5F: st.B; st.C
- 6F: dp + B
- 7F: cl.D; cr.D; dp + D
- 8F: st.D; hcb + K
- 9F: -
- 10F: -
Combos
Robert has lots of combos, so let's get to work.
- Best jump-ins:
- j.D
- cr.B / cl.B >
- D Rapid Kicks (hcb + D) (Standing. Very close.)
- B Rapid Kicks (hcb + B)
- dp + C
- dp + A
- cr.B, cr.B / cl.B >
- D Rapid Kicks (hcb + D) (Standing. Very close.)
- B Rapid Kicks (hcb + B)
- dp + A
- cl.C / cr.C >
- (S)DM A Ryuuko Ranbu (qcf hcb + A)
- Kicky Throw (hcf + K), [jungler]
- f + B
- DM A Ryuuko Ranbu (qcf hcb + A)
- D Rapid Kicks (hcb + D) (Standing, very close and corner. Out of corner will miss after 1st hit.)
- B Rapid Kicks (hcb + B)
- A Fireball (qcf + A) (Corner.)
- f + A >
- Dive Kick (air qcf + K) (Corner.)
- D Rapid Kicks (hcb + D) (Standing. Very close.)
- B Rapid Kicks (hcb + B)
- A Fireball (qcf + A)
- dp + C
- cr.B / cl.B > Kicky Throw (hcf + K), [jungler]
Its not a real combo, ie. the combo counter will reset after the weak attack. But as the opponent recover at the same frame that hcf + K will hit and first hit is unblockable, opponent cannot block and has a 1 frame window to do a reversal roll or a reversal attack (this one is actually easy with specials thanks to the "reversal trick" of hold the button of the special, but if the move is not an instant throw or has no startup invincibility, the opponent will be hit - probably in counter). Oddly, but if opponent hold up they will have no time to actually jump and hcf + K will hit normally.
- Meaty: f + A,
- A Dragon Punch (dp + A)
- st.C
- Meaty & corner: f + A,
- cr.B > B Rapid Kicks (hcb + B)
- cr.C ...
- Pseudo combo: f + A (preferably meaty), Kicky Throw (hcf + K), [junggler]
- ... hcf + K,
- Simple buffers:
- f + B > DM qcf hcb + A
- qcf + B > hcb + A
- f + B > DM qcf hcb + A
As you can see, he has a lot of combo options from a meaty overhead (f + A).
From his kicks throw (hcf + K), f + B > dp + C does the most meterless damage, just make sure to get all both hits from the dp + C, as if it does only one hit it will deal less damage than dp + D. To do this in the corner, try imaging f + B as a (b) f + B move, and perform it right after the throw so that you move back a tiny bit. The hyper hop D can be replaced by other attacks, but hh.D sets up for a cross-under by running forward as soon as you touch the ground mid-screen.
No much reason to use hcb + D in combos instead of hcb + B, as it deals almost the same damage as hcb + B, buy may miss some hits if opponent is crouch or far (and leave you vulnerable).
Strategy Corner
- MAX: cl.C > + K, + B > + C
deals almost the same damage as
- cl.C > + B > + A
Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM.