Dream Cancel Forum

King of Fighters XIII => Character Discussion => Robert Garcia => Topic started by: shinefist on December 09, 2011, 03:06:38 AM

Title: Robert Combos
Post by: shinefist on December 09, 2011, 03:06:38 AM
Post roberts combos here

jC, cB, db~f+B, qcb+B+D, f,hcf+C... 2 Stocks and 1 drive bar.
Title: Re: Robert Combos
Post by: hiltzy85 on December 11, 2011, 08:53:42 AM
easy one...j.D, cr.Bx3, d/b~f+B.  Does around 200 (no stock, no drive)

another easy one...j.D, cl.C, f+B, f+A, dp+C (1 hit) super cancel qcf,hcb+AC.  Does around 500 (2 stocks, 1 drive)

Title: Re: Robert Combos
Post by: Raynex on December 13, 2011, 10:10:51 PM
cross-up j.BD, st.C, f+B, hcf+BD, (wait for opp. to fall), dp+C xx  qcfhcb+A or AC

*The DP input for the shoryu acts as the qcf for the ranbu super input. So at the end of the combo all you have to do is:   ;fd ;dn ;df  ;c ;dn ;db ;bk +  ;a
Title: Re: Robert Combos
Post by: iAMDIDIERx on December 13, 2011, 10:31:31 PM
easy and simple corner combo
j.D-s.C-f.B-f.A-qcf.BD-db.f D-qcb D-dp C

You can burn two to three more meters doing the ex version of the Hienryujinkyaku (qcb BD) and then a either of his desperation moves, but it only does a hundred damage more. I just dont feel like 500 damage for 4 meters plus 1 drive meter is worth it.

http://youtu.be/l-eCSv5JRhg?hd=1 (http://youtu.be/l-eCSv5JRhg?hd=1)
Title: Re: Robert Combos
Post by: Buriki One on January 13, 2012, 02:22:02 AM
How is robert execution wise? I mean his HD combos, DC combos compared to andy? Im looking at both but im leaning towards Robert. Has anyone checked out the combos from Mr. Kof's robert combo vid? Do all of those combos transfer to the console version?
Title: Re: Robert Combos
Post by: Hyun Sai on January 16, 2012, 03:28:40 AM
easy and simple corner combo
j.D-s.C-f.B-f.A-qcf.BD-db.f D-qcb D-dp C

You can burn two to three more meters doing the ex version of the Hienryujinkyaku (qcb BD) and then a either of his desperation moves, but it only does a hundred damage more. I just dont feel like 500 damage for 4 meters plus 1 drive meter is worth it.

http://youtu.be/l-eCSv5JRhg?hd=1 (http://youtu.be/l-eCSv5JRhg?hd=1)

You can also do the even more simple :

j.C-s.C-f.B-f.A-qcf.hcb.A

Only one meter, works everywhere, and 5 more damage.
Title: Re: Robert Combos
Post by: hiltzy85 on January 23, 2012, 07:22:19 AM
I would imagine that [j.D-s.C-f.B-f.A-qcf.BD-db.f D-qcb D-dp C] probably builds quite a bit of meter back, in spite of doing a bit less damage than j.C-s.C-f.B-f.A-qcf.hcb.A.  It also gives you the option the replace the dp.C with ranbu or EX ranbu to expand it a bit
Title: Re: Robert Combos
Post by: Jon Slayton on January 24, 2012, 07:01:44 AM
Been in the lab trying to find a decent HD combo with Robert, finally found a good loop. Does about 80%, give or take depending on starter used. You can end it with level 1 or level 2 ranbu, or neo max. Just all depends on what you have meter for.

HD bar + 2 Meters:

j.D cl.C f+B f+A HD activate cl.C f+B dp+C (wait) j.qcb+D dp+C (1 hit) qcf+A dp+A j.qcb+D (whiff) dp+A j.qcb+D (whiff) dp+C qcf+A dp+C (1 hit) NEO MAX

Replace neo max with level 1 super if that's all you have.

If you have no meter, replace the last dp+C with dp+A qcb+D (whiff) dp+C.

This combo works as long as you start from mid screen. Anywhere further and I'm still working on some combo solutions that are reliable. I noticed from maybe 75% of the screen away you can do a second dp+C and get the dive kick after to connect if you only get one hit out of the DP, but the spacing is really particular, but, if you get it, that will carry them to the corner for the rest of the loop. Right now if I'm too far away from the corner I just do the second DP, dive kick (whiff or hit, either works) then Neo Max.

Title: Re: Robert Combos
Post by: hiltzy85 on January 26, 2012, 06:45:22 PM
Expanding on (cr.B)x3, db~f+B in the corner

j.D, (cr.B)x3, db~f+B [DC] qbc+BD, dp+C.  Does 380 or so.  dp+C at the end can be replaced with qcf+A, dp+A or qcf+A then a normal to put them back on their feet.

Title: Re: Robert Combos
Post by: t3h mAsTarOth...! on June 07, 2012, 01:12:40 PM
Robert's corner combo... 1 meter + 1 drive...

J.C, s.C, f.B, f.A, d/b~f+D, DC, air qcb+AC, qcf+A, dp+C = 482 dmg

Now for the fun stuff...

mid-screen - CH j.C+D, d/b~f+BD, dp+C = 333 dmg
mid-screen - CH j.C+D, d/b~f+BD, dp+C, DC, qcf~hcb+C = 497 dmg
corner - CH j.C+D, d/b~f+BD, qcf+A, dp+C = 340ish
corner - CH j.C+D, d/b~f+BD, d/b~f+D, DC, air qcb+BD, qcf+A, dp+C = 540ish
Title: Re: Robert Combos
Post by: BioBooster on June 07, 2012, 01:26:34 PM
Cool stuff, make me want to go explore CH j.CD options with my mains...
Title: Re: Robert Combos
Post by: t3h mAsTarOth...! on June 07, 2012, 06:45:20 PM
Now here is a really fun one... Does close to 900...

corner - CH j.C+D, d/b~f+BD, d/b~f+D, DC, air qcb+BD, d/b~f+D, DC, air qcb+BD, qcf+A, qcf~hcb+AC
Title: Re: Robert Combos
Post by: AirLancer on July 25, 2012, 02:10:04 PM
http://www.youtube.com/watch?v=BFoWuR8MdK8# (http://www.youtube.com/watch?v=BFoWuR8MdK8#)

Corner, 894 Damage, 3 meters + HD

CH j. CD, j. qcb+BCD, qcf+A, [dp+C, DC, qcf+C, dp+A, DC, qcb+K] x 2, dp+C, DC, qcf+A, dp+P, qcfhcb+BD
Title: Re: Robert Combos
Post by: selfReg on July 26, 2012, 07:26:11 PM
KOFXIII: Robert 3 Stock Corner Carry HD (877, 873 dmg) (http://www.youtube.com/watch?v=-IXF7rtB_AI#ws)

kind of a supplemental combo to AirLancer's featured optimal corner carry. It literally becomes viable as soon as you are too far to land the aforementioned, for only 4 less dmg. The first whiffed qcb+K inches you forward just enough for the dp+C to hit in the corner. The video itself is resource inefficient considering the quality, so sorry about that. It was recorded with a Canon T2i and I'm playing on a CRT haha. Anyways, I intend to rerecord any video I make using this setup with an actual capture card which I hope to get ASAP.

notation:

j.C xx cl.C xx fwd+B xx HDA -> cl.C xx fwd+B xx dp+C (2) hdxx qcb+BD -> run up -> [dp+A hdxx qcb+K (whiff) -> dp+C hdxx qcf+P] x 2 -> dp+P hdxx Robert's Pro Skater
Title: Re: Robert Combos
Post by: Diavle on July 27, 2012, 02:54:37 PM
kind of a supplemental combo to AirLancer's featured optimal corner carry. It literally becomes viable as soon as you are too far to land the aforementioned, for only 4 less dmg. The first whiffed qcb+K inches you forward just enough for the dp+C to hit in the corner. The video itself is resource inefficient considering the quality, so sorry about that. It was recorded with a Canon T2i and I'm playing on a CRT haha. Anyways, I intend to rerecord any video I make using this setup with an actual capture card which I hope to get ASAP.

notation:

j.C xx cl.C xx fwd+B xx HDA -> cl.C xx fwd+B xx dp+C (2) hdxx qcb+BD -> run up -> [dp+A hdxx qcb+K (whiff) -> dp+C hdxx qcf+P] x 2 -> dp+P hdxx Robert's Pro Skater


That's a very cool looking combo, great work.

Though I don't know if its worth the risk when you can get very similar damage by doing way less work:

jD, sC, f+B, HD, sC, f+B, dp+A [DC] qcf+A [SC] Ranbu, Neomax (855 dmg)

You can make it even easier by excluding the fireball and still end up with over 800 damage.
Title: Re: Robert Combos
Post by: selfReg on July 27, 2012, 07:16:47 PM
yeah haha I tried that out as soon as you mentioned it to David. Believe me when I say I was utterly shocked at how simple it was and even moreso that I failed to see it before. True, very similar damage for less work. At the very least, the combo I posted serves the purposes of corner carry and at the end you have the option of using less meter (canceling into regular ranbu or lightning legs) if you're strapped for stocks or if you just want to be conservative.
Title: Re: Robert Combos
Post by: AirLancer on July 28, 2012, 09:25:20 AM
In most cases, if I know either combo will kill, of course I would go for the simpler one. Still, one has to be aware of positioning when you're using the dp > fireball > dm > neomax combo, since dp+A DC qcf+A will whiff if you're too close to the corner, which means only the super > neomax will hit, for okay damage. Just not as good as it could've been. Also, of course there's still the versatility aspect in that if you realize mid-combo you can kill with less than 3 meters, you have the option to, whereas with the simple one, you just have to commit to using all 3 meters as soon as you hit the DM.

Still, I find the full corner carry to be very easy. I also think it gives you time to get a quick glance at your position on the stage, and if you're too close to the corner, you can switch to a different combo after the EX Divekick.

I find it strange that David Kong didn't know about the easy HD combo though, it's been in the SRK wiki since I started playing Robert a few months ago...
Title: Re: Robert Combos
Post by: selfReg on July 29, 2012, 02:18:33 AM
the thing about being a Robert player is that you have to know how to optimally convert from anywhere given your stocks. The unique and unfortunate thing about Robert HDs is that you have to be extremely keen on where you are on screen, since the slightest miscalculation will lead to a huge drop. It seems like the closer you are to the corner the less likely you will make these kind of mistakes, but once you're there your options are many.
Title: Re: Robert Combos
Post by: Diavle on July 29, 2012, 04:45:47 PM
yeah haha I tried that out as soon as you mentioned it to David. Believe me when I say I was utterly shocked at how simple it was and even moreso that I failed to see it before. True, very similar damage for less work. At the very least, the combo I posted serves the purposes of corner carry and at the end you have the option of using less meter (canceling into regular ranbu or lightning legs) if you're strapped for stocks or if you just want to be conservative.

Yeah his damage scaling is all over the place. Like you'll have combo A which does more damage than combo B but once you try to start each of the combos from a jump in then all of a sudden combo B becomes the more powerful one.

Still, as long as you know what you're doing his damage output is actually pretty good outside of HD. I think he's one of those characters that can easily be played without HD.

Less is usually more with him when it comes to combos.

In most cases, if I know either combo will kill, of course I would go for the simpler one. Still, one has to be aware of positioning when you're using the dp > fireball > dm > neomax combo, since dp+A DC qcf+A will whiff if you're too close to the corner, which means only the super > neomax will hit, for okay damage. Just not as good as it could've been.

That's why I mentioned excluding the qcf+A. You can go into the Ranbu straight after the dp and still end up with over 800 dmg.
Title: Re: Robert Combos
Post by: AirLancer on July 29, 2012, 07:31:11 PM
Another thing is that if you don't confirm off of a heavy, the most you'll get off DM > Neomax is 750ish. With the full 3 meter HD combos off c.B c.A f.B you can still get over 800 damage in the corner. This is mostly due to loveliness of EX Geneikyaku and how it still does mean damage even when fully scaled. (Numbers might be a bit off, but that's about where I remember from when last I was testing things)

Also, regardless of if the fireball hits, Robert's ranbu will still hit when close enough to the corner. So really, there's no reason not to throw the fireball unless you have trouble canceling it into DM.

Later tested. Off c.B c.A f.B damage for simple HD dp, fireball, dm, neomax is 772, while optimized was 815.
dp, dm, neomax 727
dp+c, fireball, dm, neomax 737
 

On another note:

4 Meters + HD 950~ Damage Corner

j.D, s.C, f.B, HD, s.C xx dp+C, DC, qcb+BD, qcf+P, dp+C, DC, qcf+C, dp+A, DC, qcb+K, dp+C, DC, qcf+A, fbf+BD, DC, qcfhcb+BD

Leave off the 2nd f.B to give just enough time for Robert to cancel EX Geneikyaku into NeoMAX.