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KOF 2002UM - Ex Robert

Started by sibarraz, November 15, 2010, 06:01:05 AM

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sibarraz

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


Waifu Material

desmond_kof

Quote from: sibarraz on August 22, 2011, 05:40:04 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

Quote from: Desmond Delaghetto on July 03, 2011, 09:24:13 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.

Ahem? LOL.
"Do not place so much importance on winning. The fight itself has value."

sibarraz

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?


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desmond_kof

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.
"Do not place so much importance on winning. The fight itself has value."

sibarraz

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


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sibarraz

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


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desmond_kof

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.
"Do not place so much importance on winning. The fight itself has value."

Amedø310

Quote from: AmedoS310 on June 01, 2011, 04:24:57 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

Is this the combo you mentioned?

sibarraz

Yep, except without the last SC


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sibarraz

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


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Emil_kof

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.

ottomatic

Quote from: Emil_kof on March 24, 2015, 04:39:26 PM
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).

lfrd

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