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?