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
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 : )
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
I was wrong, you can combo the A version of the ryuuko ranbu after the first hit of his Ryuuzan Shou
Sibarraz, I added your combos to the EX Robert wiki. I will test a few of those combos and make modifications if necessary.
Corner combo (3 stocks):
cr. B, cr. A [dn]~up+C, qcfx2+D (last hit must whiff),[dn]~up+D,(SC) qcf(x2)+D
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.
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.
Lol, that was the first combo that I practiced in 2002um
yep, is possible
Quote from: sibarraz on July 15, 2011, 12:26:55 AM
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.
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
Quote from: sibarraz on July 15, 2011, 03:44:27 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
I do like to use a 4A to start it, although I didn't know that 6D could also be used.
waa, my bad
I wanted to say B, I don't know why I used D
Its so wack that his fireball is so high, King's venom strike can go under it and hit him, lol!
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
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: 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.
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?
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.
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
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
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.
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?
Yep, except without the last SC
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
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.
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).
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
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)