Dream Cancel Forum
King of Fighters XIII => Character Discussion => Robert Garcia => Topic started by: nilcam on December 06, 2011, 06:05:21 AM
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(http://i1005.photobucket.com/albums/af171/dreamcancel/kofxiii/robert_01.gif)
Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick
* = EX version possible
Throws
Kubikiri Nage - ;bk/ ;fd+ ;c/ ;d
Command Moves
Upper - ;fd + ;a
Lower - ;fd + ;b
Ushirogeri - ;b ;d (in air)
Special Normals
Ryugekiken - ;qcf + ;a / ;c *
Ryuga - ;dp + ;a / ;c *
Hienshippukyaku - (charge) ;db, ;fd + ;b / ;d *
Hienryujinkyaku - ;qcb + ;b / ;d (in air) *
Geneikyaku - ;fd ;bk ;fd + ;b / ;d *
Ryuren Geneikyaku - ;hcf + ;b / ;d (close) *
Desperation Moves
Ryukohranbu - ;qcf ;hcb + ;a / ;c *
Haohshokoken - ;fd ;bk ;hcf + ;a / ;c
Neomax
Hienshippuryujinkyaku - ;qcf ;hcb + ;b ;d
Robert's Wiki entry (http://dreamcancel.com/wiki/index.php?title=Robert_Garcia_(XIII)).
Console changes:
- (shown in video) stand CD has faster startup
- You can’t roll recover after being hit by his NEOMAX
- (shown in video) LK Hien Shippuu Kyaku {charge db~f+B} has faster startup, such that it can be comboed from light attacks.
- (shown in video) his f+A floats the opponent upwards if done by itself
- (shown in video) EX Genei Kyaku has less lag afterwards. In the corner you can follow up afterwards without using a drive stock.
- EX Ryuuko Ranbu has more lag after being blocked.
- (shown in video) EX Ryuuko Ranbu has had the damage for each of its hits adjusted. The entire move does the same damage, but its damage in combos has been buffed. The finishing hit now does 100 damage by itself.
- Haoh Shoukou Ken has faster startup and will combo from strong attacks.
Producer Yamamoto says: There’s no invincibility on Robert’s f+LP {f.A}, but when trading with a jump attack, it’s still possible to juggle afterwards. It’s a one command move, so good to keep in mind as an anti-air option. Not only can weak hien-shippukyaku combo from weak attacks, Ryugekiken is useful against opponents who roll forward.
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Reserved
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Reserved
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What's the word? No new console robert juice?
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Does anybody know how to punish kyo's double kick pressure he uses, for some reason i can't punish it with anything.
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command grab might work, but your best bet is to interrupt inbetween the kicks. There is a gap where you can do something with either really fast startup or invincibility.
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Does anybody know how to punish kyo's double kick pressure he uses, for some reason i can't punish it with anything.
You can even roll through in-between those kicks (if its not EX). Experiment with it in training mode, just set the dummy to record to spam those kicks and see what moves for your characters can go in between and what can't. Try it.
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hey all, some of you might know this, but you can cancel robert's dp into ryuuko ranbu by doing ;dn ;db ;bk any p after the dp connects. makes it hell of a lot easier
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Does anybody know how to punish kyo's double kick pressure he uses, for some reason i can't punish it with anything.
You can even roll through in-between those kicks (if its not EX). Experiment with it in training mode, just set the dummy to record to spam those kicks and see what moves for your characters can go in between and what can't. Try it.
I actually did do that and figured out, that roberts dp, both light and heavy can break kyos double kick pressure after the first kick hits.
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hey wassup guys! so i've decided that leona sucks, and so i'm jumping ship to robert!
hopefully i can contribute some useful tech once i get some more training mode time with him. as of right now, it seems that all the top players aren't playing him anymore, so it's a prime opportunity for someone to make a name for themselves as the premier robert player! i've heard from B.A.L.A. that he thinks robert is top tier, so i'm looking forward to exploring him.
cheers!
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How to do Hien Shippuukyaku after Target Combo( ;fd ;b ;fd ;a)
its harder than Takuma basic combo( std C,fwd B,Hien Shippuukyaku) ?
What Robert best meterless combo beside that ?
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How to do Hien Shippuukyaku after Target Combo( ;fd ;b ;fd ;a)
its harder than Takuma basic combo( std C,fwd B,Hien Shippuukyaku) ?
What Robert best meterless combo beside that ?
Could be wrong but...
His go to meterless combo is sC, f+B, HCF+K.
His most damaging metercless combo is sD (2 hits), f+B, dp+C
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whats the deal with robert's dp+AC? Obviously besides doing more damage than the C version? Is it more invincible or shorter start up or something? it basically just seems to me to have a very weird trajectory...
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whats the deal with robert's dp+AC? Obviously besides doing more damage than the C version? Is it more invincible or shorter start up or something? it basically just seems to me to have a very weird trajectory...
「KOF XIII Technical Reference」 chapter 9 ~龍虎チーム~ その2 (http://www.youtube.com/watch?v=C299OL3EB8k#ws)
Definitely faster so a good reversal, probably more invincible too.
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I totally forgot those technical reference videos even existed. It's a shame that they didn't make new ones for the console release.
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jC, sC, f+B, f+A (1 hit), db fwd+BD, dp+C (393 dmg)
This is the max damage I've been able to get for 1 bar, simple and hits hard.
What's interesting about this combo is that unlike Takuma where you have to start charging immediately after doing the f+B, Robert can actually cue up the f+A after the f+B and start charging early.
In other words, you can enter the f+A early (right after entering f+B, you can even enter it right before the kick connects, its that lenient) and have it come out automatically. So you get lots of time to charge the db fwd+BD.
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that's a pretty legit combo thanks man
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So I was wondering... what use is Robert's ;fd ;bk ;fd kick special? It seems like it is simply a combo ender, and the command grab does more damage. Is there a way to implement this move into my game?
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The normal version? It's decent at racking meter , otherwise would leave it alone for the most part.
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Okay, thanks. What about the EX version?
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Yep. You can juggle afterwards in the corner without DC'ing so that's got some utility.
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So I've been wondering, is there a consensus as to the learning difficulty of Robert. I know he has been considered a top tier character but not many people play with him. I'm not giving up on him I definitely want to learn him but the biggest thing that frustrates me about him is a lot of his drive cancels. The two that seem to create the biggest damage are his dp+p into fwd,bk,fwd+k(the ony shortcut seems to be dp+p, into bk,fwd but can't be sure) and his dp+HP into his QCB+K.
He seems to have a great jump D and his close HP is very fast....so fast that a lot of times I fail to take advantage of it a lot of time during the match not realizing it hit-confirmed. I haven't had enough time to learn how to punish with robert but I know he is an incredible character. I usually choose him to anchor the team.
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So I've been wondering, is there a consensus as to the learning difficulty of Robert. I know he has been considered a top tier character but not many people play with him. I'm not giving up on him I definitely want to learn him but the biggest thing that frustrates me about him is a lot of his drive cancels. The two that seem to create the biggest damage are his dp+p into fwd,bk,fwd+k(the ony shortcut seems to be dp+p, into bk,fwd but can't be sure) and his dp+HP into his QCB+K.
He seems to have a great jump D and his close HP is very fast....so fast that a lot of times I fail to take advantage of it a lot of time during the match not realizing it hit-confirmed. I haven't had enough time to learn how to punish with robert but I know he is an incredible character. I usually choose him to anchor the team.
I don't see Robert as an Anchor at all hes not that good, hes more of a point or second character if youre going to use meter but
Ill post what a top player here in so cal has told me about Robert
"Robert is a gimmicky character hes only top tier because you can throw shit out and it will be safe like the fireball to charge kick you see many do etc but if youre planning on tier whoring go with someone that has more tools and is more ample like Hwa Saiki or Chin you can never go wrong with them"
It kind of makes sense to me robert is alright but there are better characters but if youre going to use him put him on point
I know shortcuts help when using the character
http://dreamcancel.com/forum/index.php?PHPSESSID=47ecb816dfbc1bb3e9057246f5cb26d1&topic=1701.0 (http://dreamcancel.com/forum/index.php?PHPSESSID=47ecb816dfbc1bb3e9057246f5cb26d1&topic=1701.0)
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So I've been wondering, is there a consensus as to the learning difficulty of Robert. I know he has been considered a top tier character but not many people play with him. I'm not giving up on him I definitely want to learn him but the biggest thing that frustrates me about him is a lot of his drive cancels.
I recently picked him up and I definitely agree that his drive cancels are kinda tough; the timing on his qcb. K after doing a dp. C is pretty strict in order to get it to hit, but you only really need to hit that cancel once and the rest are from his dp. A (in the corner anyway).
"Robert is a gimmicky character hes only top tier because you can throw shit out and it will be safe like the fireball to charge kick you see many do etc but if youre planning on tier whoring go with someone that has more tools and is more ample like Hwa Saiki or Chin you can never go wrong with them"
I don't think that's completely fair. Robert has his share of great normals, a command grab, and a taco kick so it's not all just "gimmicky stuff."
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"Robert is a gimmicky character hes only top tier because you can throw shit out and it will be safe like the fireball to charge kick you see many do etc but if youre planning on tier whoring go with someone that has more tools and is more ample like Hwa Saiki or Chin you can never go wrong with them"
I don't think that's completely fair. Robert has his share of great normals, a command grab, and a taco kick so it's not all just "gimmicky stuff."
hmmm i play against an extremely high lvl robert somewhat frequently. his robert makes me scared to even move or press any buttons at times. i always felt robert is a really amazing character.
does his greatness not stand out so much at the most top lvl of play or what?
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Trying out new characters... Done learning Ryo... Next is Robert... I was actually teaching someone robert... He is amazing... Best Robert in kof history... he has everything... I would agree that he is not an anchor character... I'm using him on point... However, he gets stronger with meter... All his meter options give him better stuff... Also His Neomax is pretty bad ass...
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If you could convince me he's stronger than 2k2um EX Robert, would be in your debt sir.
Let us know how it goes after a few days :D
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If you could convince me he's stronger than 2k2um EX Robert, would be in your debt sir.
Let us know how it goes after a few days :D
posted a few combos in the combo thread...
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KoF XIII : Nishinippori Versus (2012/6/2) [Part 3] (http://www.youtube.com/watch?v=uhnxewzaisg#)
Azuki Neko from Nishinippori Versus with some sick Robert play, watch for 00:59, I barfed when I first saw it.
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Holy shit... What a reset... He is such a good first... I got my buddy to use him second... He likes blowing meter with him which is not bad but not that much more rewarding than battery robert... Still pretty scary cause his damage goes up...
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Yeah that mixup was nuts.
He's a very solid and fun character with great movement. His only problem is that he tends to scale pretty heavily so you gotta spend time and figure out which combos to use, shorter ones often times tend to result in better damage. Its easy to get carried away and creative since he has so many tools and options. HD combos seem kind of iffy with him as well, easy to drop. Not to mention there isn't much he can do meterless in HD outside the corner or close to it. This is what makes him a weak anchor imo.
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He seems to have a great jump D and his close HP is very fast....so fast that a lot of times I fail to take advantage of it a lot of time during the match not realizing it hit-confirmed.
Always cancel it by f.B, if it hits confirm into the combo of your choice, otherwise cancel the f.B by a fireball. You might be punish by an experimented player who will break roll and punish into your recovery.
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Yeah that mixup was nuts.
He's a very solid and fun character with great movement. His only problem is that he tends to scale pretty heavily so you gotta spend time and figure out which combos to use, shorter ones often times tend to result in better damage. Its easy to get carried away and creative since he has so many tools and options. HD combos seem kind of iffy with him as well, easy to drop. Not to mention there isn't much he can do meterless in HD outside the corner or close to it. This is what makes him a weak anchor imo.
I feel the same way in regards to his HD combos mid/full-screen, I run him 2nd right now but varying on the matchups I'm faced with, he goes first then Billy picks up the slack if there's any. The thing I've found with Robert is that whatever playstyle you have, the character next to him (whether he's 1st or 2nd) should compliment your style because I think it's the best way to get out everything from him & he has to many tools so he can do just about everything. His j.C Instant overhead is pretty nice too & especially effective when you do j. ;dn ;db ;bk ;b ;d. after it
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What do you guys overall think of his strengths and weaknesses? I would like to add them here:
http://dreamcancel.com/wiki/index.php?title=Robert_Garcia_%28XIII%29#Gameplay_Overview (http://dreamcancel.com/wiki/index.php?title=Robert_Garcia_%28XIII%29#Gameplay_Overview)
I see an opinion about his HD combos aren't all that, and his damage overall isn't that hot, while I see that his normals and special moves are good. Any other opinions?
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I'm really hating his fireball the more I use him. The recovery on it is really god-awful, so it seems like the only time to use it is for drive-canceling to the corner.
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His FB is good man... It's a high FB... So some characters HAVE to jump over it... C FB travels fast and A FB is slow... EX FB eats other FBs... C FB DM punishes FBs at full screen... You have to buffer to motion f~hcf and just press C as soon as you see the opponent wind up for a FB...
FBs also make all his block strings safe... And also sweep to FB is good... If they roll recover the sweep they have to block the FB as a meaty... You can chase them with d/b~f+D afterwards...
@Malik... j.C isn't an instant overhead... It just hits standing opponents right away...
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What do you guys overall think of his strengths and weaknesses? I would like to add them here:
http://dreamcancel.com/wiki/index.php?title=Robert_Garcia_%28XIII%29#Gameplay_Overview (http://dreamcancel.com/wiki/index.php?title=Robert_Garcia_%28XIII%29#Gameplay_Overview)
I see an opinion about his HD combos aren't all that, and his damage overall isn't that hot, while I see that his normals and special moves are good. Any other opinions?
His damage is good as long as you know what you're doing (almost 60% for 2 bars and 1 drive anywhere on the screen, almost 50% for 1 bar and 1 drive anywhere on the screen, his meterless punish is above average etc). HD combos are the only thing iffy about him (if you are trying to be meter efficient) because the execution is easy to mess up and because he scales hard
The character hasn't been explored well yet, especially in tournament, so I'm not sure if its fair to pin down his strenghts/weaknesses just yet.
So far, if I had to describe him it would be as a jack of all trades but a master of few.
He's not particularly the best at anything but, like Malik said above, has a lot of tools that allow him to alternate between various play styles on the fly. He can be fast and do hit and run (like Mai/Athena), do fireball pressure (like Kensou), command grab and cross up pressure (like Iori), combo you in many situations (like Kim) etc.
He also has one of the best and fastest neomaxes in the game.
In terms of weakness its just the thing of having everything but a lot of it not being too good (which balances him out). Like he has fireball pressure but its not as good as Mai/Athen/Kensou, he has a command grab but both the regular and ex aren't instant and have no invincibility on startup so easy to get hit out of, he has combos up the wazoo but you have to be careful of damage scaling etc.
But yeah, I think there is still much to learn about him.
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His FB is good man... It's a high FB... So some characters HAVE to jump over it... C FB travels fast and A FB is slow... EX FB eats other FBs... C FB DM punishes FBs at full screen... You have to buffer to motion f~hcf and just press C as soon as you see the opponent wind up for a FB...
FBs also make all his block strings safe... And also sweep to FB is good... If they roll recover the sweep they have to block the FB as a meaty... You can chase them with d/b~f+D afterwards...
@Malik... j.C isn't an instant overhead... It just hits standing opponents right away...
Oh yeah you're right because to hit a crouching opponent, you have to alter the timing when doing it. As far as what I think of Robert's overall strengths & weaknesses.
Pros: He is a jack of all trades but a master of few as Diavle said, fireball pressure is decent enough to make opponents take risks they normally wouldn't, his buttons in neutral are pretty decent anti-airs as well as his 2 ;c & 2 ;d OS 6 ;a, j. ;b, j. ;c, and j. ;d all crossup as well as the command input one, CD has nice range & OS'd into a fireball creates decent pressure, and he can combo into a ton of his moves.
Cons: He doesn't deal large damage unless meter on both are used & if they are in the corner as well, while he has a ton of tools, they aren't as great as other characters in the game so don't expect them to be, and most of his HDs (Unless they're doing 600-700 DMG) are not worth grinding mid-screen because you're going to be using at LEAST 3 stocks & most seem to like Robert on point so using them is not recommended UNLESS you're in the corner IMO.
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Pretty much am recording everything useful I can think of concerning Robert into this linked SRK thread. Tell me if you see anything useful in there. :)
http://shoryuken.com/forum/index.php?threads/kof-xiii-robert-garcia.164109/ (http://shoryuken.com/forum/index.php?threads/kof-xiii-robert-garcia.164109/)
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Pretty much am recording everything useful I can think of concerning Robert into this linked SRK thread. Tell me if you see anything useful in there. :)
http://shoryuken.com/forum/index.php?threads/kof-xiii-robert-garcia.164109/ (http://shoryuken.com/forum/index.php?threads/kof-xiii-robert-garcia.164109/)
Great work man, lots of good info in there.
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excellent stuff. I've been grinding hard with Robert lately and have been trying to discover more of his reset/mixup potential as well. Not sure if this has been covered yet but from just about any air reset or close and grounded situation, hop C is excellent for setting up "empty" crossups into command grab. Just another nifty option for opening up an opponent that has been trained to look for the correct blocks. J.C in general is very good for air-to-ground and surprisingly has some utility as a an ambiguous crossup on its own so with the proper spacing it covers a lot of the bases for his mixup game.
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kupô
Any safe-jump setups ?
thanks
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Normal jump after regular command grab in the corner is a safe jump.
Speaking of which, I found this setup today. May be of use.
[KOF XIII] Robert Garcia (http://shoryuken.com/forum/index.php?threads/kof-xiii-robert-garcia.164109/#post-7362538)
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Robert's HD combo is a little tough, mostly because if you want to do something more complicated than "1,2,3, super, neomax" your stage position becomes very important. With practice, Robert's HD combo will do just under 800 for 2 bars consistently. This guide will help you carry your opponent to the corner off of a regular ground string and end your combo with a neomax.
I used the blue metallic stage with Rose and Adelheid for this because the stage has clearly marked sections. I have defined the following boundaries:
(Assume Robert is facing to the right)
ZONE 1 - From the left corner to the thin, narrow pillar which is immediately to the right of the computer chair. *Note that I AM NOT referring to the thick pillar covered in wires which is to the left of the piano.
ZONE 2 - From the end of ZONE 1 to the center of the 3 red lines on the floor near the center of the stage, left of the piano.
ZONE 3 - From the end of ZONE 2 to the precise center of the stage. (This ZONE is very small.)
ZONE 4 - From the center of the stage all the way to the corner.
As you learn these "areas" of the stage you should find your own way of defining the same areas in the other stages. Try not to use the cameo characters as markers because they will not always be there.
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[dc] = drive cancel
ZONE 1 HD Combo:
812 damage, 3 bars
cl.C, f+B, f+A (1 hit) xx HD
cl.C, f+B xx C uppercut, late [dc] to D divekick
land
A uppercut [dc] A fireball
EX charge kick (both hits must connect)
C uppercut [dc] C fireball
A uppercut [dc] D divekick (misses)
C uppercut [dc] neomax
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ZONE 2 HD Combo:
794 damage, 2 bars
cl.C, f+B, f+A (1 hit) xx HD
cl.C, f+B xx C uppercut, late [dc] to D divekick
land
A uppercut [dc] A fireball
D charge kick
C uppercut [dc] C fireball
C uppercut [dc] neomax
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ZONE 3 HD Combo:
790 damage, 2 bars
cl.C, f+B, f+A (1 hit) xx HD
cl.C, f+B xx C uppercut, late [dc] to D divekick
land
A uppercut [dc] D divekick (misses)
C uppercut [dc] C fireball
A uppercut [dc] D divekick (misses)
C uppercut [dc] C fireball
C uppercut [dc] neomax
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ZONE 4 HD Combo:
790 damage, 2 bars
cl.C, f+B, f+A (1 hit) xx HD
cl.C, f+B xx C uppercut, late [dc] to D divekick*
land
C uppercut [dc] C fireball
A uppercut [dc] D divekick (misses)
C uppercut [dc] C fireball
A uppercut [dc] D divekick (misses)
C uppercut [dc] neomax
*For ZONE 4, the late cancel is not necessary if you started the combo to the right of the 3 red lines on the right of the piano. A slightly earlier cancel to the divekick will still combo at this distance.
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Any thoughts or edits you guys would like to make to this?
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For HD Combos, you should leave out the f.A from your hitconfirm string, since for longer combos it causes them to do less damage overall due to scaling. Also, I've made a few videos and written out quite a bit on SRK about
how to maximize Robert's HD damage output, and on squeezing out a bit more efficiency when possible with his drive-cancel combos.
One of my combo videos, which I think are all practical enough:
http://www.youtube.com/watch?v=yj_ymndN-6g# (http://www.youtube.com/watch?v=yj_ymndN-6g#)
(I'm not sure how to just get this to come up as a link, rather than embedding.)
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KOF XIII: FGA Mono's Robert Garcia Tutorial (http://www.youtube.com/watch?v=5qAc8TD9IN8#ws)
A pretty listing of Robert combos from FGA Mono, though there are a few of them aren't very practical or meter-efficient...
[KOF XIII] Additional Robert HD Combos (http://www.youtube.com/watch?v=j2IPbAcQ62s#)
Two new(er) combos I decided to put up.
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yeah I caught that video a few weeks ago, some interesting to say the least. I never thought to reset after EX Geneikyaku although it's not exactly a breakthrough.
also that's an interesting way to continue off a partially hitting Pro Skater. I always wondered what you could do. I was watching this recent STA exhibition involving Geo, pretty much the only known staple Robert in NorCal. He somehow got the partial by mistake yet he hilariously turned it into an air reset -> command throw.
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also check this, I decided not to make it public because I'd rather make a more comprehensive video (which we all need to work on, BTW). I wanted to try out my new capture device and also work with my mixer setup, kind of prep work for streaming and stuff.
El Gato Negro (http://www.youtube.com/watch?v=uShym11Uez4#ws)
It's really just an extension of the already-known bypass tech. I'm unaware of any other combo with Robert that will kill, but I haven't really been looking.
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Wouldn't you be able to do the same thing if you did st.C, f+B, HD Bypass, st.C, f+B db,f+BD?
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well, the point of the combo really was to show how much damage you can get before you actually activate which I believe is the only real sell for bypassing in the first place. You can do a near kill combo if you start with f+A rather than a counterhit j.CD, which is good to note.
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Additional combos I came up with after considering what I'd put up in my last video.
[KOF XIII] Robert Garcia's Hyper-Drive Experience (http://www.youtube.com/watch?v=WueIy2GCz-E#)
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cool tech. Literally up to this point I never even acknowledged that the partial did any significant damage.
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I believe I've found the hardest hitting 2 and 3 meter combos for Robert yet at 857/923 damage (w/ jump-in). Will record and upload later...
just note that for 2/3 meter, same as the 3rd combo until after the Partial hits.
2 meters: Immediately fbf+B or D
3 meters: qcf+A, fbf+BD, dp+A
I think the Partial (we should give it an actual name) is the key to squeezing out max damage with Robert, at least for certain ranges.
It's funny, because in DDTC's videos, he actually does use the partial. It's just that those combos are so horrible at optimizing damage that I kind of forgot about it until now.
Btw, Mezzo, sent you a message.
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I think the Partial (we should give it an actual name) is the key to squeezing out max damage with Robert, at least for certain ranges.
it definitely seems to be the case. Also, I propose Partial Law.
seems to be taking a while for the PM to show up, sent you one as well.
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The Hien That Destroyed the World (http://www.youtube.com/watch?v=_QhwGjobFrE#ws)
here's a little compilation of things that I've discovered. Turns out Hien is god tier as far as general utility goes. Please check it out, I think some of the stuff is pretty nifty. Notice that this video is also unlisted. What we should do, and I hope more people come forward with their own tech/insight, is focus on making videos/wikis that really reflect characters to the height of our current knowledge. So, here's to everyone learning the best combos and forgetting the shitty ones.
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Those resets are really sick. I myself don't make too much use of EX kicks because, well, I just suck at canceling into them. Same with Takuma.
The only reason I don't advocate the 1 meter 1 drive dp DC fireball, hien, fireball, dp combo is that it's pretty darn specific in its range. Too close to the corner and the fireball will miss/second hien hit will miss. Too far and you won't be able to follow up with much.
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here's a little compilation of things that I've discovered. Turns out Hien is god tier as far as general utility goes. Please check it out, I think some of the stuff is pretty nifty. Notice that this video is also unlisted. What we should do, and I hope more people come forward with their own tech/insight, is focus on making videos/wikis that really reflect characters to the height of our current knowledge. So, here's to everyone learning the best combos and forgetting the shitty ones.
Awesome video, very classy.
Have you tried any of these in an actual match though? Any success?
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thanks guys. Yeah I never forget that it's easy to drop the cancel into Hien from target, but when I've got the execution down EX Hien is just invaluable for general play and especially setting up the super dirty resets. It's also obviously great for corner carry, although yes the big combos are distance-specific. One thing that the video does not make plain, however, is its greatest flaw: the inability to hit crouchers. Such an unbelievable handicap. I think if it hit crouchers and could be comboed into from cr.B, he would be significantly stronger.
the first time I was able to use those setups in real matches was at the beginning of this month at a big session. The biggest success of the night was cross under B Hien. I hit a dude with it and he literally said "oh shit?!" I found that it was hard to get command grabs unless the setup was just totally ambiguous or sheer cross up/under attrition; because it loses to buttons so easily, it's hard to land it unless you've got your man actively looking for the block. The setups get funny reversal reactions sometimes, as well. Like Iori you can dash back Taco to bait them clean.
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Hi im big Fan Art of Fighting team
Need help with Robert Trial 5, how to do second Dragon punch(dp) after first dp, i pull it but never hit
any tip ?
and how to do his flying kick after Target Combo(Std C, f B, f A)
Thanks in advance
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Try inputing the second dp just before the first dp recovers (about 10 freams early)
As for the ;a ;fd target combo, it's the same as Takuma, as soon as you input ;a ;fd hold your directinal input to ;db and release to ;b or ;d ;fd as late as posible before the ;a ;fd recovers.
That'll do the trick.
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Hey guys, just wanted to share a reallly really easy 4 bar HD combo that I recently have been doing. You can start it from about 40% of the stage away from the corner and closer.
4 bars, HD, 921dmg
J. C, st. C, fwd. B xxHD, st. C, fwd B, C DP xx ex dive kick, A fireball, C DP xx A fireball, C DP xx lvl1 Ranbu, Max Cancel
Short and sweet, and very hard to mess up in a real match!
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Hi im big Fan Art of Fighting team
Need help with Robert Trial 5, how to do second Dragon punch(dp) after first dp, i pull it but never hit
any tip ?
The one where he does ex HCF+K then fireball, dp, dp? Easiest way is to do the motion for the second dp as Robert lands from the first one and hold the punch button down. This way the game will buffer the motion for you and Robert will do the second dp the moment he recovers from the first.
As for the ;a ;fd target combo, it's the same as Takuma, as soon as you input ;a ;fd hold your directinal input to ;db and release to ;b or ;d ;fd as late as posible before the ;a ;fd recovers.
That'll do the trick.
Its not the same as Takuma's. Unlike Takuma, Robert's f+B has a large buffer window so you can actually input the followup to the f+B (be it the f+A or any other special move) ahead of time (before the kick even hits the opponent, it feels like) and still have Robert do the move after he is done with the f+B.
Due to this Robert has more time to charge for the flying kick, since you can input the f+A ahead of time and thus start charging the flying kick ahead of time as well.
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Hey guys, just wanted to share a reallly really easy 4 bar HD combo that I recently have been doing. You can start it from about 40% of the stage away from the corner and closer.
4 bars, HD, 921dmg
J. C, st. C, fwd. B xxHD, st. C, fwd B, C DP xx ex dive kick, A fireball, C DP xx A fireball, C DP xx lvl1 Ranbu, Max Cancel
Short and sweet, and very hard to mess up in a real match!
Good stuff DK, reliability in a match is always an important factor. After all, a combo is only as strong as how much of it you can execute.
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Try inputing the second dp just before the first dp recovers (about 10 freams early)
As for the ;a ;fd target combo, it's the same as Takuma, as soon as you input ;a ;fd hold your directinal input to ;db and release to ;b or ;d ;fd as late as posible before the ;a ;fd recovers.
That'll do the trick.
Thanks for tip, now i clear Robert trial 5 and can do target combo to Flying Kick consitenly.
and how about Robert HD combo, if i do target combo, HD cancel target combo again , to flying kick after flying kick what best follow up ?
Thanks
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No need to do target combo againt, take a look at this, it'll give you an idea of what to do after HD activation, although I made the combos with 5 stocks just for the hell of it, you can still figure out what to do after ;a ;fd, like running under and doing a ;aDP from the other side and canceling with a ;a fireball, if you do it starting from the back of the screen it allows for 2 ;a fireballs in a row followed for a full HD combo in the corner with a Fliying kick after the second fireball.
KOF XIII Sir Octopus CMV Vol.1 (http://www.youtube.com/watch?v=EA973eNXEnw#)
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Interesting, I'll have to experiment with what this means for Robert... Perhaps a full-screen corner carry combo would be made unnecessary?
EDIT: Indeed, combining this w/ Partial Law has made for useful combos. Robert can't carry full-screen meterless? No problem. Also, using [db]~f+D after dp+A DC qcf+A has rendered more damage for me then dp+A DC qcf+A qcf+C. But then, I only had like 20 minutes to experiment. (I'm on Barracks Duty today.)
Edit: Hah, nevermind. It seems being awake for 32 hours is bad for your math abilities. Run-under dp+A qcf+A qcf+C [db]~f+B is definitely more damaging.
So the most I can seem to muster with a j.C, cl.C, f.B HD f.A starter from "full screen" is 834 damage with 2 meters. (I think, I tried it all a rather long time ago.) Has anyone managed better?
[KOF XIII] Robert Garcia HD Upper "Corner Carry" (http://www.youtube.com/watch?v=rirZqYXz4mU#)
The dp+A DC qcf+A follow up can sometimes not hit if the combo is started slightly away from the corner, so I'd recommend trying this only if you hit the opponent with the back-kick to start the combo (since it pulls them towards the corner, making it much less likely to drop).
One more note: The fact that the combo naturally puts the opponent in backturned state sets up the opponent to be reset for x-up after the Neomax.
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just wanted to put it out there that after getting used to Partial Law, 5 stocks is basically guaranteed kill with any HD started with cl.C or Action Kick, and this includes those that implement the fwd+A HD tech.
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I'll give the 2 stock combo a try this week and post the results of my finds. But indeed, the run under will get you more damage, I think you can do ap.A (DC) hcf.Ax2 run! dp.C and start from there, this will allow for more damage I would think.
On another note, doesn't Robert kill with 4 stocks?
Anyway, if you want to see some exampless of it, just google Sir Octopus CMV, I have two of them.
And if you want to join a combo development group try joining Combo fighters coliseum on facebook.
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I'll try what you're describing tonight. Regarding Robert kill combos, as far as I know he cannot kill with 4 stocks. I actually checked out your CMV with Robert again and actually there wasn't a kill combo haha. I think all of them used 5 stocks as well.
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Agreed. no four stock combo in the video, and also non kill, for robets side it was just an example of how to start an HD combo the "not" usual way. But I'll try and fire it out. Can't bealive he has no 4 stock kill combo that's all.
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The closest I can get is 990 damage. Which, honestly, assuming that they've taken any kind of chip or took even one hit, is enough.
As for 2 meters from cornered using f+A, highest I can get now is around 845. qcf+A x 2, [db]~f+D instead of qcf+A, qcf+C, [db]~f+B. I'd prefer to use qcf+A, qcf+C since it's less likely to drop.
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that's pretty funny; that HD form is actually old news but I never realized using cl.D after the activation extended the range just enough for it to be a true wall-to-wall HD. Using cl.C you will always fall just short of the corner. Just tried it out, good stuff. Gonna make sure to include this in the video we're doing.
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At the distance Mai was at, one could already do a corner carry with cl.C. Does it work from absolute full screen (ie, opponent is running into the corner)?
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Problem solved and questions answered... Here is the corner to corner carry version of Robert's HD combo...
KOF XIII - Robert Full Screen 2 Bar HD Combo (http://www.youtube.com/watch?v=b-Nj3LRZXIQ#ws)
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Did someone delete the video? I saw this posted here yyesterday, same thread, you can still see a couple of coments below talking about it.
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he probably thought it was unnecessary to keep the original posted, since it didn't fully demonstrate the HD's wall-to-wall capability.
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Yup exactly... The new video I posted makes the other one pointless...
Also I found out a really cool mid-screen reset for Robert... j.C, s.C, f+B, dp+C, DC, qcb+BD, d/b~f+BD (has to be at the highest possible height you can connect it)... After you do neutral hop/jump D, qcb+D... Depending on whether you hopped or jumped, you will either land in front of them or behind them... This mix-up is almost impossible to see and will land you right next to them for another combo if they can't block right...
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Very extensive Robert combo video, out of Japan.
KoF XIII : Robert Garcia combo compilation (2) (http://www.youtube.com/watch?v=MwHbpcLSXag#ws)
Looks like they've yet to discover my own patented max-damage Partial Law combo set ups. Let's beat them to the punch!
Meanwhile, let's see if I can find some more damage HD combos after the EX Command Grab (yet another idea that seems so obvious on the surface, yet I just never put 2 and 2 together.)
Also, I discovered this neat little trick. I think it's a useful trick to keep in mind if you ever have a back-turned opponent in an HD combo.
[KOF XIII] Robert's Full-screen HD into Reset (http://www.youtube.com/watch?v=odJNk1pspLc#)
I also don't have it on video, but if you hop backwards, they'll land in front of you at which point you can do a divekick into dp+A, or EX divekick if you have the meter. In that fashion, opponents who associate Robert's immediate hop with the cross up will then once again block incorrectly and get hit. Within that vein, you could also delay the reset hit, causing the opponent to fall in front at which point you could hop, potentially triggering the same "cross up" thought response.
EDIT: Another option to reset is to walk a very short distance backwards and then reset the opponent, which will always cause them to land in front. If the opponent is ever caught in Robert's back-turned combo, one wrong guess can mean immediate loss of a character as Robert's corner combo with Partial Law finisher generally does more than 730 damage, along with the extra reset hit. Whereas the follow-up combo can deal more than 270.
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Also I recorded some EX Ryuuren Geneikyaku to HD Combo footage. While they might not be touches of death, they do make getting grabbed by a stocked Robert a real concern, especially if the opponent has already taken some damage.
[KOF XIII] Robert EX Ryuuren Geneikyaku HD Combos (http://www.youtube.com/watch?v=yRa8oXz8GaU#)
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Oh man that corner reset after HD is amazing... Good work AirLancer... I swear, Robert's potential is limitless...
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Someone posted a 4 bar 1000 damage combo for Robert...
KOF XIII - Robert Combo 100% (1003 damage) (http://www.youtube.com/watch?v=5oOwcEWu5c8#ws)
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I haven't really tried it, but getting two consecutive reps of dp -> fireball is totally new to me.
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is there a reason Robert doesn't have frame data on the wiki...?
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I haven't really tried it, but getting two consecutive reps of dp -> fireball is totally new to me.
I've tried it before, it's pretty hard and I can't do it consistently. You can see BALA do it in some of his combo vids. Note that the combo video is from the arcade version (non-Climax), so I'm not sure if that combo is even still possible.
EDIT: Actually, now that I try it again it's not really that hard...
is there a reason Robert doesn't have frame data on the wiki...?
Probably because it doesn't exist.
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I've tried it before, it's pretty hard and I can't do it consistently. You can see BALA do it in some of his combo vids. Note that the combo video is from the arcade version (non-Climax), so I'm not sure if that combo is even still possible.
good eye about the arcade thing, I just now noticed. Although, I believe in the Japanese comp you posted there are a few HDs shown where the player does it.
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Guys i checked it and it still works... What you do is connect the qcf+A at the lowest possible height... Then dp+C, DC, qcf+C, dp+C, DC, qcf+A...
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I'd just be worried about the consistency of being able to it in the heat of the moment. I mean, there's a reason Robert's other HD combos (dp+C, fireball, dp+A, divekick repeat) are more prevalent.
EDIT: The combo itself works, but the damage is less. In that video, j.C, cl.D HD cl.D did 310 damage. In the console version, the same string does 265. The same combo does 954, not 1003. It's because cl.D in console took a damage nerf compared to Arcade. Even watching the first time, I thought "the amount of damage he did compared to the amount of hits he gave is way off right now."
Btw: The reset posted previously of course works with dp+C DC divekick/EX divekickk as well.
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is there a reason Robert doesn't have frame data on the wiki...?
Probably because it doesn't exist.
let me rephrase: is there a reason Robert's frame data doesn't exist? did the person just stop after doing most of the characters?
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Probably... We are missing frame data for a bunch of characters... I tested some frame data for Mai myself but that was about it...
Another Robert reset... mid-screen... s.C, f.B, f.A, d/b~f+BD, s.A... Jump C or super jump BD... You can also super jump and EX Dive Kick if you know that they know that you super jumped...
Also I'm pretty sure AirLancer's resets will work if you punish someone from behind into the corner with this combo...
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As I said, it'll work anytime you have a backturned, cornered opponent. You can also reset off of dp+C DC divekicks and EX divekicks.
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Robert's 4-meter 100% HD Combo
[KOF XIII] Robert Garcia 4-Meter 100% HD Combo (http://www.youtube.com/watch?v=q8YE0v8-GxQ#)
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YES...!!! Finally someone figured out Robert's 4 bar 1000 dmg combo... Good stuff AirLancer... Gonna go home and try this out for sure... My full screen or corner 2-3 bar HD is right now my favourite... 800-900 damage for spending 2-3 bars anywhere on screen is great with the addition of death in the corner now with 4 bars...
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Honestly, I think I'll stick with my 99% combo. It's much easier.
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your one is tricky to do... for actual matches i would probably stick to the mid-screen and corner version of my 2-3 bar combo... less chance of dropping them while still doing 800-900 damage... however, your combo is still awesome...
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Corner Safe Jump: After hcf+B/D, immediately forward hyper jump.
It can been seen here in this video that I made at 1:05.
KOF XIII - Safe Jumps Examples: Part 1 (http://www.youtube.com/watch?v=LevIxY6fncQ#)
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Fellow Robert Players, Which pro players can I look for on youtube?
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there is certainly a distinct lack of Robert players all around. Probably the one name that jumps out immediately for high level play is Azuki Neko from Japan, since he's one of the few that actually mains him and there's a decent amount of footage of his play available. Lacid from CafeID, Korea seems to play him sporadically, but the few times I've seen him use Robert he's done well. You're gonna have to dig really hard into the CafeID Twitch channel to find Robert footage, however. From France there is Tom Sawyer, and he put in work with Robert at the very recent World Game Cup.
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Fellow Robert Players, Which pro players can I look for on youtube?
Azuki Neko still plays Robert as far as I know so search for him on ImbuedGold's channel and Tom Sawyer from France.
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Interesting Robert combo vid from Japan.
KOF XIII Robert Death Combo (http://www.youtube.com/watch?v=2XTpYQU76xY#ws)
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Wow... Japanese Roberts are the best... Awesome video...
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I don't know, a couple of them start with 1-hit confirms (if you discount the jump-in) and aren't that much better considering they add more manual timing (timing the divekick in order for db~f+B to be able to hit and timing your first dp+C DC qcf+C so that the followup dp+C DC qcf+A will hit) for about 14 more damage.
Upon finally spending some time in the lab again, it seems that Robert's crossover reset on cornered backturned opponents only works for P1, much like Mai and King's throw cross over setups.
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A couple basic Robert safe jump set ups. One off his command grab and one off his regular throw.
Regular Throw:
Robert safe jump (http://www.youtube.com/watch?v=DUgGJGA_ShE#)
Command Grab:
Robert safe jump #2 (http://www.youtube.com/watch?v=5MlVQlTpjOE#)
videos come from Mechanica.
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Alright Robert players, I decided to start on his Gameplay Overview in the wiki so I started at his pros and cons: http://dreamcancel.com/wiki/index.php?title=Robert_Garcia_(XIII)#Gameplay_Overview (http://dreamcancel.com/wiki/index.php?title=Robert_Garcia_(XIII)#Gameplay_Overview)
If anyone agrees or disagrees or have better things to add, post them and discuss here. We also need a summary for him too.
http://dreamcancel.com/wiki/index.php?title=Robert_Garcia_%28XIII%29#Combos (http://dreamcancel.com/wiki/index.php?title=Robert_Garcia_%28XIII%29#Combos) His combo section needs work. I will probably run through this thread and look for some combos to add and to update ones that have better damage and meter usage. It would also be cool to have some analysis on his combos specifically the starters and enders of his combos similar to this section: http://dreamcancel.com/wiki/index.php?title=Terry_Bogard_%28XIII%29#Combos (http://dreamcancel.com/wiki/index.php?title=Terry_Bogard_%28XIII%29#Combos)
Also some strategy insight will be nice too: http://dreamcancel.com/wiki/index.php?title=Robert_Garcia_%28XIII%29#Strategies (http://dreamcancel.com/wiki/index.php?title=Robert_Garcia_%28XIII%29#Strategies)
Just copy and paste your submissions in a post then I will look over it and add it. Thanks in advance.
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Posted in the front page; dropping it off here.
KoF XIII : Robert Garcia "Maniac Combo" (http://www.youtube.com/watch?v=GM7bX8Sm5II#ws)
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hey guys, if I may ask, what exactly does Robert excel at / what does he have trouble with? Also, is he meter reliant or is he capable without meter use?
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This was discussed earlier in this thread around Page 5 but if it's not there for some reason
Diavle
"He's a very solid and fun character with great movement. His only problem is that he tends to scale pretty heavily so you gotta spend time and figure out which combos to use, shorter ones often times tend to result in better damage. Its easy to get carried away and creative since he has so many tools and options. HD combos seem kind of iffy with him as well, easy to drop. Not to mention there isn't much he can do meterless in HD outside the corner or close to it. This is what makes him a weak anchor imo."
Malik
"I feel the same way in regards to his HD combos mid/full-screen, I run him 2nd right now but varying on the matchups I'm faced with, he goes first then Billy picks up the slack if there's any. The thing I've found with Robert is that whatever playstyle you have, the character next to him (whether he's 1st or 2nd) should compliment your style because I think it's the best way to get out everything from him & he has to many tools so he can do just about everything."
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fair enough, thank you sir. Much appreciated. So...hes kind of similar to Andy in the sense that he has options for any scenario ?
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fair enough, thank you sir. Much appreciated. So...hes kind of similar to Andy in the sense that he has options for any scenario ?
Similar yes but Robert has a command grab & his command cross up so he has more than him.
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Robert's command grab is pretty bad and his command cross-up is his best move, IMO. You're better off selecting Iori or XIII Kyo who can do much more damage with greater mix-up options than him.
Even though Andy doesn't have a command grab and a command cross-up, he doesn't really need it, he has good enough mobility, useful normals, pressure and has better damage economically than Robert.
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I don't know if anyone's found this yet, but here's a more damage corner 1 meter/1 drive combo.
The timing of the dp+C DC qcb+D matches that of what you'd need in order to connect a fireball afterwards.
j.C, cl.C, f+B xx dp+C DC qcb+D (backdash) qcb+BD qcf+A dp+C 510 damage
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yeah I remember screwing around and finding that a while ago but I kept forgetting to mention it. I just remember having a hell of a time trying to execute it, but it has been a few months.
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Rise from your grave.
Oh well, might as well just add a few notes. I thought Robert's j.A was godlike A2A, now there's proof.
(http://i12.photobucket.com/albums/a238/KnightLancer/KOF/RobertjA_zps2da0ca82.png)
A few other hitboxes that I thought were of note...
(http://i12.photobucket.com/albums/a238/KnightLancer/KOF/RobertjD_zps8d240ea5.png)
(http://i12.photobucket.com/albums/a238/KnightLancer/KOF/RobertsB_zps7e4003ff.png)
(http://i12.photobucket.com/albums/a238/KnightLancer/KOF/EXHienWTF_zps6c60f068.png)
The thing that bothers me the most about EX Hien going over crouchers is that SNK had to do it on purpose! Robert's collision box literally shrinks after the first hit, which causes him to sail past! Gaaaawwrrgghh
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Doesn't seem like a good os but figured I'd share anyways
https://www.youtube.com/watch?v=4DGG2j6pEPY&list=UUONPOpu8MPUQak9XW5qsFtw (https://www.youtube.com/watch?v=4DGG2j6pEPY&list=UUONPOpu8MPUQak9XW5qsFtw)