|
Frames
|
Advantage
|
Cancel
|
Block
|
Hitbox
|
Notes
|
Standing Close
|
|
6/6/3
|
+3/+1
|
R,C,S,Su
|
HL
|
|
|
|
3/6/6
|
0/-2
|
C,S,Su
|
L
|
|
|
|
5/5/13
|
+2/0
|
C,S,Su
|
HL
|
|
|
|
5/8*6/13
|
+1/-1
|
C,S,Su
|
HL
|
|
|
Cancellable on first hit only
|
Standing Far
|
|
3/6/5
|
+1/-1
|
R
|
HL
|
|
|
|
5/7/7
|
-2/-4
|
|
HL
|
|
|
|
8/7/13
|
0/-2
|
|
HL
|
|
|
|
10/4/25
|
-9/-11
|
|
HL
|
|
|
+
|
14/4/18
|
KD/0
|
S,Su
|
HL
|
|
|
Crouching
|
|
4/4/6
|
+2/0
|
R,C,S,Su
|
HL
|
|
|
|
3/6/5
|
+1/-1
|
R,C,S,Su
|
L
|
|
|
|
4/2+3/25
|
-10/-12
|
C,S,Su
|
HL
|
|
|
|
|
7/5/24
|
KD/-11
|
|
L
|
|
|
Jump
|
|
3/7/-
|
-/-
|
|
H
|
|
|
|
3/6/-
|
-/-
|
|
H
|
|
|
|
6/6/-
|
-/-
|
S
|
H
|
|
|
|
7/4/-
|
-/-
|
S
|
H
|
|
|
+
|
16/5/-
|
KD/-
|
|
HL
|
|
|
Neutral Jump
|
|
3/6/-
|
-/-
|
|
H
|
|
|
|
3/9/-
|
-/-
|
|
H
|
|
|
|
5/7/-
|
-/-
|
S
|
H
|
|
|
|
8/5/-
|
-/-
|
S
|
H
|
|
|
Hop
|
|
4/5/-
|
-/-
|
|
H
|
|
|
|
3/7/-
|
-/-
|
|
H
|
|
|
|
3/4/-
|
-/-
|
S
|
H
|
|
|
|
7/4/-
|
-/-
|
|
H
|
|
|
+
|
11/5/-
|
KD/-
|
|
HL
|
|
|
Command Normals
|
f + 
|
17/4/12
|
+4/+2
|
|
H
|
|
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 +  (cancel)
|
13/5/15
|
0/-2
|
S
|
HL
|
b +
|
13/3+4/20
|
KD/-9
|
|
HL
|
|
|
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 +
|
14/3/30
|
-13/-15
|
S,Su
|
HL
|
|
Ryuu Hanshuu - b/f + B
- Robert does a forward kick
- cancellable
- keeps the opponent in a juggle state if it hits an airborne opponent
|
Special Moves
|
qcf + 
|
17/-/30
|
+2/0
|
|
HL
|
|
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
|
qcf +
|
24/-/28
|
+4/+2
|
|
HL
|
|
dp +
|
3/3*12/11+13
|
KD/-21
|
Su,Fi
|
HL
|
|
|
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).
- dp + C is invincible for the last three frames of startup, and the complete first active period.
- free cancellable into
|
dp +
|
4/3*17/16+11
|
KD/-26
|
Su,Fi
|
HL
|
|
|
f,b,f +
|
11/[2(4)]x9,2/13
|
KD/-51
|
Fo
|
HL
|
|
|
|
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
|
f,b,f +
|
11/[2(4)]x19,2/13
|
KD/-111
|
Fo
|
HL
|
hcf + 
|
11/2(12)2(14)2(11)3/16
|
KD
|
Fo
|
Grab
|
|
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
- Invincible: Frame 1-8.
|
j.qcb +
|
16/Until land/13
|
KD/-
|
|
HL
|
|
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
|
j.qcb +
|
17/Until land/16
|
KD/-
|
|
HL
|
|
DMs
|
f,hcf + 
|
18/-/50
|
KD/-20
|
|
HL
|
|
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
- Invincible: A: Frame 1, C: Frame 1-5.
|
f,hcf +
|
23/-/52
|
KD/-22
|
|
HL
|
qcfx2+
|
10/7/32
|
KD/-15
|
|
HL
|
|
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
- Invincible: Frame 1-3.
- 23 frames of blockstun.
|
qcf,hcb + 
|
18/13/35
|
KD/-18
|
|
HL
|
|
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
- Invincible: Complete startup. Lower body invincible: Complete active period.
- Active period is ended as soon as the move connects (on hit or block).
|
qcf,hcb +
|
12/26/39
|
KD/-22
|
|
HL
|
SDM
|
qcf,hcb + +
|
14/13/41
|
KD/-24
|
|
HL
|
|
Ryuuko Ranbu - qcf hcb + AC
- Same properties as his normal DM version but does more damage
- Travels the same length as qcf hcb + A
- Invincible: Complete startup. Lower body invincible: Complete active period.
|
HSDM
|
qcf,hcb + +
|
42/13/41
|
KD/-24
|
|
-
|
|
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%
- Invincible: Complete startup.
|