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Other Fighting Games => Classic King of Fighters => King of Fighters 2k2/UM => Topic started by: sibarraz on November 15, 2010, 06:01:05 AM

Title: KOF 2002UM - Ex Robert
Post by: sibarraz on November 15, 2010, 06:01:05 AM
Throws:
Ryuuchou Kyaku- close  ;bk/ ;fd + ;c
Kubikiri Nage: close  ;bk/ ;fd + ;d
                    
Command Moves:
Ryuuhashuu -  ;bk/ ;fd + ;b
Kou Ryuu Gokyageri - ;bk/ ;fd + ;a
Nidan Sokutou Geri -  ;df + ;b
Hien Ryuujin Kyaku -  ;df + ;b/ ;d  in air

Special Moves:
Ryuugekiken - ;bk charge ;fd + ;a/ ;c
HienShippuKyaku - ;bk charge ;fd + ;b/ ;d
Sujin Ranbu Kyaku - close, ;dn charge ;up + ;a/ ;c
Ryuuzan Shou - ;dn charge ;up + ;b/ ;d

Desperation Moves:
HaohShokoken -  ;fd ;bk ;db ;dn ;df ;fd + ;a/ ;c
Ryuuko Ranbu -  ;dn ;df ;fd ;df ;dn ;db ;bk + ;a/ ;c
Kuzuryuusen - ;dn ;df ;fd  ;dn ;df ;fd + ;b/ ;d

Super Desperation Moves:
Ryuuko Ranbu - ;dn ;df ;fd ;df ;dn ;db ;bk + ;a + ;c

HSDM:
Metsu Ryuuko Ranbu - ;dn ;df ;fd ;df ;dn ;db ;bk + ;b + ;d
Title: Re: KOF 2002UM - Ex Robert
Post by: sibarraz on November 15, 2010, 06:20:55 AM
Combos


*cr.B, cr.A, [dn] , up + P, [dn] , up + k or Jumping CD
*cr C, [dn] , up + P, [dn] , up + k or Jumping CD
*cl C or cr C, f + B, QCF x 2 + k or QCF, HCB + P (1 stock)
*cr.B, cr.A, [dn] , up + D (1 hit, SC) qcf x 2 + k (2 stocks)
* Maxmode: cl C, df + b (2 hits), [dn] , up + D (1 hit), [dn] , up + p (2 hit) [dn] , up +D (1 hit), [dn] , up + p (2 hit, SC) , qcf hcb + AC (2 stocks)
*cr C, [dn] , up + P, [dn] (2 hits, SC) , qcf x 2 + k (2 stocks)
*cr.B, cr.A, [dn] , up + P, [dn] (2 hits, SC) , qcf x 2 + k (2 stocks)
*cl C, f+bc (quickmax), [dn] , up + D (1 hit), [dn] , up + p (2 hit) [dn] , up +D (1 hit), [dn] , up + p (2 hit, SC) , qcf hcb + AC (3 stocks)
*cr C, [dn] , up + P,  (2 hits, SC) qcf hcb + AC (4 stocks)
*cr.B, cr.A, [dn] , up + P, (2 hits, SC) qcf hcb + AC (4 stocks)

There are some that I'm not sure that works, but almost all of them had been pulled out by me, please correct me wrong or add more combos : )
Title: Re: KOF 2002UM - Ex Robert
Post by: sibarraz on November 15, 2010, 06:37:28 AM
It seems like the DM version of the ryuuko ranbu is not comboable with anything, at least I can combo it with anything, unlike the SDM version which always could be comboed

Anway, his Sujin Ranbu Kyaku is a very useful move, overall is a very safe move, and this move opens a lot of options once is pulled, also is very easy to put your opponent in the corner after his move, also, is super cancelable

His Ryuugekiken doesn't cross all the screen, the projectile seems to disappear at the 3/4 of the screen

It seems like the Meetsu Ryuuko Ranbu has some invencibility frames at the beginning, I had crossed some projectiles too, the sad part is that it seems that can't be comboed, but I guess that the SDM is the one that should be used for combos
Title: Re: KOF 2002UM - Ex Robert
Post by: sibarraz on November 15, 2010, 11:48:10 PM
I was wrong, you can combo the A version of the ryuuko ranbu after the first hit of his Ryuuzan Shou
Title: Re: KOF 2002UM - Ex Robert
Post by: desmond_kof on April 24, 2011, 06:49:13 PM
Sibarraz, I added your combos to the EX Robert wiki. I will test a few of those combos and make modifications if necessary.
Title: Re: KOF 2002UM - Ex Robert
Post by: Amedø310 on June 01, 2011, 03:24:57 AM
Corner combo (3 stocks):
cr. B, cr. A [dn]~up+C, qcfx2+D (last hit must whiff),[dn]~up+D,(SC) qcf(x2)+D
Title: Re: KOF 2002UM - Ex Robert
Post by: desmond_kof on July 03, 2011, 08:24:13 PM
FYI, in the corner, after an F/b+A, you can follow up with down + b into whatever or even a d~u + A/C.
Title: Re: KOF 2002UM - Ex Robert
Post by: Remzi on July 14, 2011, 04:27:47 PM
There's a unique buffering that lets you do 5D 2~8A/B/C/D. It looks so stupid.

I really think he works better without meter, he can do decent damage with 2BA 2~8C 2~8D

Uh, this is a theory-combo based on what I've seen. I can't try it because I'm terrible at most charge combos(along with a few other types).

2C (BC) 2C 2~8D (1 hit) 2~8C (2 hits) 2~8D (1 hit) 2~8C 236236D 2~8D (1 hit) 236236D.

I think it would work because of the previous 236236D combo that Amendo posted, and the little loop that sibarraz posted.
Title: Re: KOF 2002UM - Ex Robert
Post by: sibarraz on July 14, 2011, 11:26:55 PM
Lol, that was the first combo that I practiced in 2002um

yep, is possible
Title: Re: KOF 2002UM - Ex Robert
Post by: Remzi on July 15, 2011, 02:21:06 PM
yep, is possible
Oh, awesome.

But yeah, honestly he doesn't seem to have the same damage output with meter that other characters can get, so he's probably better off just building it.
Title: Re: KOF 2002UM - Ex Robert
Post by: sibarraz on July 15, 2011, 02:44:27 PM
you can also add a f+d before starting the charge attacks, hell at times I prefer to do c, f+b, f+bc, and the charge, but requires a better timing with the charge attacks
Title: Re: KOF 2002UM - Ex Robert
Post by: Remzi on July 15, 2011, 03:37:42 PM
you can also add a f+d before starting the charge attacks, hell at times I prefer to do c, f+b, f+bc, and the charge, but requires a better timing with the charge attacks
I do like to use a 4A to start it, although I didn't know that 6D could also be used.
Title: Re: KOF 2002UM - Ex Robert
Post by: sibarraz on July 19, 2011, 07:17:25 PM
waa, my bad

I wanted to say B, I don't know why I used D
Title: Re: KOF 2002UM - Ex Robert
Post by: desmond_kof on July 20, 2011, 05:01:54 AM
Its so wack that his fireball is so high, King's venom strike can go under it and hit him, lol!
Title: Re: KOF 2002UM - Ex Robert
Post by: sibarraz on August 14, 2011, 01:36:25 AM
cl C, df+b, f+bc (quickmax), [dn] , up + C (2 hit), [dn] , up + D (1 hit) [dn] , up +C (2 hit), [dn] , up + D (1), qcf hcb + A (2 stocks)

cl C, df+b, f+bc (quickmax), [dn] , up + C (2 hit), [dn] , up + D (1 hit) [dn] , up +C (2 hit), [dn] , up + D (1), [dn] , up +C (2 hit), qcf x2 + K (2 stocks)

cl C, df+b, f+bc (quickmax), [dn] , up + C (2 hit), [dn] , up + D (1 hit) [dn] , up +C (2 hit), [dn] , up + D (1) , [dn] , up +C (2 hit), qcf hcb + AC (3 stocks)

mmm, was interesting to see that you can start a mm combo with df+b, I still had problems to cancel the d.u + K into a normal raanbu, but I will try to pull it, since finishing the combo with this will do more damage than the other DM
Title: Re: KOF 2002UM - Ex Robert
Post by: sibarraz on August 22, 2011, 04:40:04 AM
Something interesting that I recently discovered, but im sure someone else already has to, was to see that you can combo his f+a into his ''command grab'' in the corner, this could lead to some mixups
Title: Re: KOF 2002UM - Ex Robert
Post by: desmond_kof on August 22, 2011, 06:32:55 AM
Something interesting that I recently discovered, but im sure someone else already has to, was to see that you can combo his f+a into his ''command grab'' in the corner, this could lead to some mixups

FYI, in the corner, after an F/b+A, you can follow up with down + b into whatever or even a d~u + A/C.

Ahem? LOL.
Title: Re: KOF 2002UM - Ex Robert
Post by: sibarraz on August 22, 2011, 04:23:31 PM
Lol, I totally forgot that I wrote that one until I went to slept and thought ''oh shit I already knew that''

too much final fantasy XIII lolololol

btw, I don't like that much the b,f + k move, there is a good use of it?
Title: Re: KOF 2002UM - Ex Robert
Post by: desmond_kof on August 22, 2011, 04:59:21 PM
His charged b~f+K move is great because it knocks them down (softly) and does decent chip and guard damage! :)
so you can do a cr.b, cr.a, into and have them hitting the floor.
Title: Re: KOF 2002UM - Ex Robert
Post by: sibarraz on August 22, 2011, 06:53:19 PM
I prefer to connect the command grab after that, don't know why.

Still, ex robert is really strong, is weird to not see him that much
Title: Re: KOF 2002UM - Ex Robert
Post by: sibarraz on September 29, 2011, 08:48:52 PM
There was a combo where you do a d_u + p, and then you did his super and then a d_u + k (His super will whiff some kicks I recall)

This combo exists right? How is the timing? Is really worth it
Title: Re: KOF 2002UM - Ex Robert
Post by: desmond_kof on September 29, 2011, 09:21:08 PM
I've seen that corner combo a few times in some japan match videos. The timing for hitting the super and making a few of those kicks whiff is a LITTLE tricky, if it misses entirely, you're in trouble. But if you land that and the D flash kick, the damage isn't bad at all. I will have to check.
Title: Re: KOF 2002UM - Ex Robert
Post by: Amedø310 on September 30, 2011, 12:01:49 AM
Corner combo (3 stocks):
cr. B, cr. A [dn]~up+C, qcfx2+D (last hit must whiff),[dn]~up+D,(SC) qcf(x2)+D

Is this the combo you mentioned?
Title: Re: KOF 2002UM - Ex Robert
Post by: sibarraz on October 02, 2011, 04:27:56 PM
Yep, except without the last SC
Title: Re: KOF 2002UM - Ex Robert
Post by: sibarraz on October 11, 2011, 12:50:56 AM
Well, after some practice I realized that the combo is really good

If you connect the grab, then dm and d_b + k, you deal 40% but if you do j.c cr.c and the whole combo, you can pull 55% damge with only one meter, the combo is really good, a new tool for my arsenal
Title: Re: KOF 2002UM - Ex Robert
Post by: Emil_kof on March 24, 2015, 04:39:26 PM
ok, his charge up down +C proximity grab is different than other ones...

other proximity grabs will not come out if the opponent is in range but knocked down or under throw protection, but this one does. It lets you set up the grab as a meaty such that the first hit connects just as they get up (and is unblockable). Pretty much any knockdown or even reset, can lead back into this grab and the opponent's options are very limited. Even if the opponent jumps out, it will hit them out of the air and Robert can followup with D flash kick.

also f+A not just leads to proximity grab but also links to crouch C in the corner.

The corner super combo off of the proximity grab is pretty simple actually...just do qcfx2+D super immediately after the grab, then flash kick. There isn't any trick to it, just do it right away.

f+A links into qcfx2+K.

stand CD is a really good normal...good range, speed, hitbox/hurtbox. Very abusable.
Title: Re: KOF 2002UM - Ex Robert
Post by: ottomatic on February 01, 2016, 03:04:40 AM
The corner super combo off of the proximity grab is pretty simple actually...just do qcfx2+D super immediately after the grab, then flash kick. There isn't any trick to it, just do it right away.
Been messing with EX Rob a lil bit and about the juggle, it's easy to do granted you used d_u + C. The C proximity is the one with easy timing. If using d_u + A on the other hand there has to be a slight pause before the super.

On other things, his BC loop should start with d_u + D if done form max ranged df + B, IE df + B (1 hit), BC, df + B (1 hit) d_u + D etc... This way will sacrifice a cancel as df + B isn't normally cancelable but you can still finish with ranbu mid screen to do around 45% for 2 stock off of a low (I think it can be better but I still can't reliably do BC run combos).
Title: Re: KOF 2002UM - Ex Robert
Post by: lfrd on February 14, 2016, 11:38:46 AM
Cl.C > df+B (1 hit) > BC > run then Cl.C > f+B > d-u+P (2 hits) > d-u+D (1 hit) > d-u+P (2 hits) > qcf,hcb+AC

Cl.C > df+B (1 hit) > BC > run then Cl.C > f+B > d-u+P (2 hits) > d-u+D (1 hit) > d-u+P (3 hits) > qcfx2+D (last hit must whiff) > d-u+D (1 hit) > qcfx2+D
Title: Re: KOF 2002UM - Ex Robert
Post by: Amedø310 on July 10, 2016, 07:42:08 PM
EX Robert's Hitboxes: https://drive.google.com/folderview?id=0B2WAxkcvfTKdOXRDcGZycWRRS0E&usp=sharing (https://drive.google.com/folderview?id=0B2WAxkcvfTKdOXRDcGZycWRRS0E&usp=sharing)

Please read this for more details: http://dreamcancel.com/forum/index.php?topic=425.msg73547#msg73547547#msg73547 (http://dreamcancel.com/forum/index.php?topic=425.msg73547#msg73547547#msg73547)