<section begin="image"/>[[File:KOFXV Robert Profile.png|thumb|Robert is the assistant instructor at Ryo's dojo. As the legitimate heir of the Garcia Foundation in Italy, Robert joined the Kyokugenryu dojo against the wishes of his father and quickly became Ryo's best friend and training partner.<br/>Robert excels at kick attacks with his long legs. Robert also has not-so-secret feelings for Ryo's sister, Yuri.]]<section end="image"/>
<section begin="image"/>[[File:KOFXV Robert Profile.png|thumb|Robert is the assistant instructor at Ryo's dojo. As the legitimate heir of the Garcia Foundation in Italy, Robert joined the Kyokugenryu dojo against the wishes of his father and quickly became Ryo's best friend and training partner.<br/>Robert excels at kick attacks with his long legs. Robert also has not-so-secret feelings for Ryo's sister, Yuri.
Compared to his friend Ryo, who specializes in close-range combat, Robert is an unique all-rounder who has a larger variety of tools at his disposal than the average shoto. You want it? Robert's probably got it.
Unlike his friend Ryo, who specializes in close-range offense and pressure, Robert serves as the standard all-rounder shoto of the King of Fighters series. Robert has excellent reach on many of his normals and a variety of different specials at his disposal, allowing him to play a multitude of roles and making him great for beginners.
What Robert lacks in damage, he makes up for with range and twice the amount of specials than a typical shoto. Robert's kick normals (including his CDs) have a great deal of speed and range, making it easy for Robert to contest his space. Robert is a special shoto in that he has plenty more specials than a shoto might need, including a divekick and a 7-frame unblockable. These options allow Robert to initiate lengthy combos that can keep the opponent locked down for a long period of time, especially in the corner, where Robert's numerous specials can be stringed together, exponentially increasing his damage.
Robert is very good at controlling space. His kick normals, including 6A, 6B, and his CD, have a lot of range, which can make it hard for opponents to get within effective range of Robert when he's on the offensive. His signature fireball, '''Ryuu-Geki Ken''' (236P[P]) is great for pressuring the opponent from afar. If they try to jump in, they can get hit by '''Ryuuga''' (623P[P]), Robert's meterless reversal. These moves work excellently in tandem with one another, where Robert can pester opponents trying to get in on him and push them out before they are able to succeed.
Overall, if you don't mind trading damage for screen presence, neutral control, and mixup options, Robert's got you covered. While he can be played in any position, he is most popularly played on point, where his zoning abilities shine.
Still, Robert is no ordinary shoto. He has multiple unique tools, including a divekick he can use to pressure from the air (j.214K[K]) and his signature proximity unblockable (41236K[K]) which he can use to crack open opponents up close. Lastly, he has an excellent combo ender (646K[K]) which does great damage and gives Robert plenty of time to super cancel.
Overall, Robert has no real flaws, but where he might struggle is with his damage output, which is relatively low, but not a huge worry if you are good at playing defensively. If you want a character that is capable of everything without having to make a lot of sacrifices, then Robert may be a good choice for you. Robert is frequently put on point to capitalize on his zoning abilties.
{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
| intro = '''''Robert Garcia is an all-rounder who trades damage for range and a variety of unique tools.'''''
| intro = '''''Robert Garcia is an all-rounder shoto with great range and multiple ways to crack open opponents, at the cost of lower damage.'''''
| pros=
| pros=
* '''Jack-Of-All-Trades''': With a solid fireball game and mix-up options, Robert can succeed well in any role. He's probably the most standard shoto in the game, but also comes with all the standard shoto benefits.
* '''Jack-Of-All-Trades''': With a solid fireball game and mix-up options, Robert can succeed well in any role. He's probably the most standard shoto in the game, but also comes with all the standard shoto benefits.
* '''Long Legs''': Robert's kick normals take great advantage of his legs and thus have great range and solid safety. 6B stands out as a nasty callout tool and midrange poke that moves him forward, while his 2B can be cancelled into 214BD for good damage and corner carry midscreen.
* '''Long Legs''': Robert's kick normals take great advantage of his legs and thus have great range and solid safety. 6B stands out as a nasty callout tool and midrange poke that moves him forward, while his 2B can be cancelled into 214BD for good damage and corner carry midscreen.
* '''Blowbacks''': Robert has a great grounded blowback which can easily convert into respectable damage from anywhere with his EX specials and supers. He also has an exceptional j.CD, with a big hitbox and a retracted hurtbox. This allows him to trade hits in the air quite well.
* '''Good Pressure''': Robert's corner game is solid overall. He has good normals for keeping up the attack and his fireballs can help cover his block strings. Robert even has a command grab for opening up opponents who have been blocking for too long.
* '''Good Pressure''': Robert's corner game is solid overall. He has good normals for keeping up the attack and his fireballs can help cover his block strings. Robert even has a command grab for opening up opponents who have been blocking for too long.
* '''Easy''': Robert has no bad tools, which means his entire kit is very accessible. He has versatile and easy combo options and can spend 0.5 bars to extend combos very easily.
* '''Easy''': Robert has no bad tools, which means his entire kit is very accessible. He has versatile and easy combo options and can spend 0.5 bars to extend combos very easily.
| cons=
| cons=
* '''Slow Fireballs''': Robert's fireballs are a tad slower than usual, meaning it can be hard for him to punish jump-ins during a fireball war.
* '''Slow Fireballs''': Robert's fireballs are a tad slower than usual, meaning it can be hard for him to punish jump-ins during a fireball war.
* '''Mediocre Damage:''' Robert's damage is noticeably below average outside the corner. Given how many playstyles Robert is capable of suiting, this may be a way of compensating. If you want a ''significant'' boost in damage with Robert, you need to send the opponent to the corner.
* '''Mediocre Damage:''' Robert does noticeably lower damage than a lot of the cast, even with meter. Robert will have to spend a little more meter in order to secure a KO.
}}
}}
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==Normals==
==Normals==
===Far Standing Normals===
===Far Standing Normals===
===far A===
====far A====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=robert_fa
|moveId=robert_fa
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A high jab. Standard KOF jab. Stop hops with it.
A high jab. Standard KOF jab. Stop hops with it.
}}
}}
===far B===
====far B====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=robert_fb
|moveId=robert_fb
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}}
}}
===far C===
====far C====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=robert_fc
|moveId=robert_fc
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|description=* Whiffs on crouchers.
|description=* Whiffs on crouchers.
A high punch. More committal anti-hop. Can't be cancelled and can be crouched under so overall the risk is high for not that much reward.
A very fast, special-cancellable st.C. Go-to neutral control tool as well as combo starter.
}}
}}
===far D===
====far D====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=robert_fd
|moveId=robert_fd
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===Close Standing Normals===
===Close Standing Normals===
====Close A====
====close A====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=robert_cla
|moveId=robert_cla
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}}
}}
====Close B====
====close B====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=robert_clb
|moveId=robert_clb
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}}
}}
====Close C====
====close C====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=robert_clc
|moveId=robert_clc
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}}
}}
====Close D====
====close D====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=robert_cld
|moveId=robert_cld
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===Crouch Normals===
===Crouch Normals===
===crouch A===
====crouch A====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=robert_2a
|moveId=robert_2a
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A low punch. You can use this in block strings for plus frames, but the range is not that great, so you're limited in how many light normals you can chain.
A low punch. You can use this in block strings for plus frames, but the range is not that great, so you're limited in how many light normals you can chain.
}}
}}
===crouch B===
====crouch B====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=robert_2b
|moveId=robert_2b
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A low kick. Easy to use 2B for opening up opponents low.
A low kick. Easy to use 2B for opening up opponents low.
}}
}}
===crouch C===
====crouch C====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=robert_2c
|moveId=robert_2c
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A crouching uppercut. Good anti-air and has the farthest range between cl.D and cl.C. You can use this for more consistent heavy confirms from jump ins.
A crouching uppercut. Good anti-air and has the farthest range between cl.D and cl.C. You can use this for more consistent heavy confirms from jump ins.
}}
}}
===crouch D===
====crouch D====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=robert_2d
|moveId=robert_2d
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|name=jump A
|name=jump A
|input=j.A
|input=j.A
|captions= Hop Version (Hitbox), Jump Version
|description2=
|description2=
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|name=jump B
|name=jump B
|input=j.B
|input=j.B
|captions= Hop Version (Hitbox), Jump Version
|description2= *Can cross up.
|description2= *Can cross up.
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|name=jump C
|name=jump C
|input=j.C
|input=j.C
|captions= Hop Version (Hitbox), Jump Version
|description2=
|description2=
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|name=jump D
|name=jump D
|input=j.D
|input=j.D
|captions= Hop Version (Hitbox), Jump Version
|description2=
|description2=
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Fantastic and beating grounded attacks with its range.
Fantastic and beating grounded attacks with its range.
}}
====AdvanceStrike====
{{FrameDataCargo-KOFXV
|moveId=robert_214cd
|description=
*Same animation and range as his CD.
* The throw counter is at the feet.
}}
}}
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|name=jump CD
|name=jump CD
|input=j.CD
|input=j.CD
|captions= Hop Version (Hitbox), Jump Version
|description2=
|description2=
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|name=Ryuu Hanshu
|name=Ryuu Hanshu
|input=6A
|input=6A
|captions= Raw Version (Hitbox), Cancel Version
|description=* Values in [] indicate when the move is cancelled into.
|description=* Values in [] indicate when the move is cancelled into.
* Overhead.
* Overhead.
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|name=Ryuu-Geki Ken
|name=Ryuu-Geki Ken
|input=236A/C/AC
|input=236A/C/AC
|captions= Normal Version (Hitbox),, EX Version (Hitbox)
|description3=
|description3=
* A and EX version recovers in 32f.
* A and EX version recovers in 32f.
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|name=Ryuuga
|name=Ryuuga
|input=623A/C/AC
|input=623A/C/AC
|captions= A Version (Hitbox),,, C Version,,, EX Version
|description3=
|description3=
* Values in [] indicate when the move hits during later frames.
* Values in [] indicate when the move hits during later frames.
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|name=Hien Senpuu Kyaku
|name=Hien Senpuu Kyaku
|input=214B/D/BD
|input=214B/D/BD
|captions= B Version (Hitbox),,, D Version,,,, EX Version
|description3=* Jumps over ground projectiles and some low moves.
|description3=* Jumps over ground projectiles and some low moves.
* '''B''' version leaves the opponent standing.
* '''B''' and '''D''' versions cause a soft knockdown.
* '''D''' version causes a soft knockdown.
* '''EX''' version launches.
* '''EX''' version launches.
Robert's "tatsu". Primarily a combo tool and the occasional call out against low moves. All versions combo from lights, and the oki from the D version is especially good. The '''B''' version can be hard to punish as some characters, especially when spaced.
Robert's "tatsu". Primarily a combo tool and the occasional call out against low moves. All versions combo from lights, and the oki from the D version is especially good. The '''B''' version can be hard to punish as some characters, especially when spaced, and also allows for a 623A or 623AC followup in the corner.
}}
}}
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|name=Hien Ryuujin Kyaku (air)
|name=Hien Ryuujin Kyaku (air)
|input=j.214B/D/BD
|input=j.214B/D/BD
|captions= Normal Version (Hitbox), EX Version
|description3=* Strength determines the angle of the move.
|description3=* Strength determines the angle of the move.
* Frame advantage if the divekick hits the opponent's guard deep enough.
* Frame advantage if the divekick hits the opponent's guard deep enough.
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|name=Gen-ei Kyaku
|name=Gen-ei Kyaku
|input=646B/D/BD
|input=646B/D/BD
|captions= Normal Version (Hitbox),,, EX Version
|description3=* Combo tool.
|description3=* Combo tool.
* '''EX''' version has anywhere juggle.
* '''EX''' version has anywhere juggle.
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|name=Ryuuren • Gen-ei Kyaku
|name=Ryuuren • Gen-ei Kyaku
|input=41236B/D/BD
|input=41236B/D/BD
|captions= Normal Version (Hitbox), EX Version (Hitbox)
|description3=* Command grab.
|description3=* Command grab.
* '''EX''' version can be juggled after.
* '''EX''' version can be juggled after.
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|name=Haoh Shoukou Ken
|name=Haoh Shoukou Ken
|input=641236A/C/AC
|input=641236A/C/AC
|captions= Normal Version (Hitbox),, Max Version
|description2=
|description2=
* C Version is faster than the A Version.
* C Version is faster than the A Version.
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|name=Ryuuko Ranbu
|name=Ryuuko Ranbu
|input=2363214A/C/AC
|input=2363214A/C/AC
|captions= Normal Version (Hitbox), Max Version
|description3=* Only EX version has invincibility.
|description3=* Only EX version has invincibility.
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==Misc==
==Misc==
{{Colors-KOFXV}}
==Videos==
==Videos==
{{#ev:youtube|9zhnEChRrmg|||'''Ryo Sakazaki and Robert Garcia Reveal Trailer'''|frame}}
{{#ev:youtube|9zhnEChRrmg|||'''Ryo Sakazaki and Robert Garcia Reveal Trailer'''|frame}}
Unlike his friend Ryo, who specializes in close-range offense and pressure, Robert serves as the standard all-rounder shoto of the King of Fighters series. Robert has excellent reach on many of his normals and a variety of different specials at his disposal, allowing him to play a multitude of roles and making him great for beginners.
Robert is very good at controlling space. His kick normals, including 6A, 6B, and his CD, have a lot of range, which can make it hard for opponents to get within effective range of Robert when he's on the offensive. His signature fireball, Ryuu-Geki Ken (236P[P]) is great for pressuring the opponent from afar. If they try to jump in, they can get hit by Ryuuga (623P[P]), Robert's meterless reversal. These moves work excellently in tandem with one another, where Robert can pester opponents trying to get in on him and push them out before they are able to succeed.
Still, Robert is no ordinary shoto. He has multiple unique tools, including a divekick he can use to pressure from the air (j.214K[K]) and his signature proximity unblockable (41236K[K]) which he can use to crack open opponents up close. Lastly, he has an excellent combo ender (646K[K]) which does great damage and gives Robert plenty of time to super cancel.
Overall, Robert has no real flaws, but where he might struggle is with his damage output, which is relatively low, but not a huge worry if you are good at playing defensively. If you want a character that is capable of everything without having to make a lot of sacrifices, then Robert may be a good choice for you. Robert is frequently put on point to capitalize on his zoning abilties.
Robert Garcia is an all-rounder shoto with great range and multiple ways to crack open opponents, at the cost of lower damage.
Pros
Cons
Jack-Of-All-Trades: With a solid fireball game and mix-up options, Robert can succeed well in any role. He's probably the most standard shoto in the game, but also comes with all the standard shoto benefits.
Long Legs: Robert's kick normals take great advantage of his legs and thus have great range and solid safety. 6B stands out as a nasty callout tool and midrange poke that moves him forward, while his 2B can be cancelled into 214BD for good damage and corner carry midscreen.
Good Pressure: Robert's corner game is solid overall. He has good normals for keeping up the attack and his fireballs can help cover his block strings. Robert even has a command grab for opening up opponents who have been blocking for too long.
Easy: Robert has no bad tools, which means his entire kit is very accessible. He has versatile and easy combo options and can spend 0.5 bars to extend combos very easily.
Slow Fireballs: Robert's fireballs are a tad slower than usual, meaning it can be hard for him to punish jump-ins during a fireball war.
Mediocre Damage: Robert does noticeably lower damage than a lot of the cast, even with meter. Robert will have to spend a little more meter in order to secure a KO.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
30
Mid
super
7
3
12
0
-2
-
30
60
Chains from other light normals.
A quick mid kick. Excellent poke. Pester your opponent with this. The range makes for a consistent block string ender, and Robert is not that negative after it.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
70
Mid
special
7
5
16
0
-2
-
70
120
Whiffs on crouchers.
A very fast, special-cancellable st.C. Go-to neutral control tool as well as combo starter.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
80
Mid
super
7
5
23
-7
-9
-
70
120
Whiffs on crouchers at max range.
A high roundhouse. The hitbox is huge, making this a good preemptive anti-air.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
25
Mid
command
4
3
8
+4
+2
-
30
60
Plus on block.
Chains into and from other light normals.
Can be used for a throw bait.
A high elbow. 1f faster than cl.B, but cl.B is overall better for defense. Okay in pressure due to the plus frames. This also adjusts Robert's collision box, which would push him out of throw range when done on an opponent's wake up.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
30
Mid
super
6
4
8
+3
+1
-
30
60
Whiffs on crouchers.
Chains from other light normals.
The vertical hitbox is very high, making this a good option against jumps directly above your head. cl.D is bigger but the damage is similar since cl.D is two hits, and cl.B has less risk to throw out. Be careful in the corner as Robert's collision box is pushed forward when using this. Never use this in grounded strings, as it completely misses on crouchers.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
70
Mid
command
5
5
15
+1
-1
-
70
120
A gut punch. Standard cancel filler, with a decent 5f start-up. cr.C has better range however, with no drawbacks.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
80 (40+40)
Mid
command
6
14
13
+2
0
-
70
120
A 2-hit axe kick. Your go-to confirming heavy. Tech throws with this button in case they jump, as it covers a good area above Robert's head. One thing to note is that the two hits cause significant pushback on hit, which causes some 6A combos to whiff midscreen. You'll want to open with a C normal instead, or cancel only the first hit of cl.D.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
25
Mid
command
4
3
9
+3
+1
-
30
60
Plus on block.
Chains into and from other light normals.
A low punch. You can use this in block strings for plus frames, but the range is not that great, so you're limited in how many light normals you can chain.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
15
Low
command
4
3
11
+1
-1
-
30
60
Chains into and from other light normals.
A low kick. Easy to use 2B for opening up opponents low.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
70
Mid
-
5
5
24
-8
-10
-
70
120
A crouching uppercut. Good anti-air and has the farthest range between cl.D and cl.C. You can use this for more consistent heavy confirms from jump ins.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
80
Low
command
8
5
24
SKD (20: Tech / 47: Non-tech)
-10
-
70
120
Whiff cancelable.
A low sweep. Good range and cancellable even on whiff for safety. Has a low profile, letting Robert go under shallow jump-ins and projectiles.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
hop
hop
40
High
special
4
6
1 on ground
-
-
-
30
50
jump
jump
45
High
special
4
8
1 on ground
-
-
-
30
60
An airborne jab. Has a higher hitbox than his other jump normals, but overall overshadowed by his other moves.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
hop
hop
40
High
special
6
9
1 on ground
-
-
-
30
50
jump
jump
45
High
special
6
12
1 on ground
-
-
-
30
60
Can cross up.
A short air kick. This crosses up, giving Robert another mix-up tool he can use.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
hop
hop
70
High
special
6
7
1 on ground
-
-
-
70
100
jump
jump
70
High
special
6
7
1 on ground
-
-
-
70
120
A downwards heavy punch. Has the same speed as his light air normals. You can use this to feint an empty jump or hit a low profiling opponent.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
hop
hop
70
High
special
8
7
1 on ground
-
-
-
70
100
jump
jump
70
High
special
8
7
1 on ground
-
-
-
70
120
A classic air roundhouse. His overall best jump in, with a strong hitbox and good active frames.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
75
Mid
special
14
5
19
Splat (+76~+92)
-1
-
100
160
A sharp kick forward. Fantastic range and speed. Robert has an easy time picking up combos from this anywhere on screen thanks to his massive 6B, so the threat of this normal is huge. Cancelling into fireball grants pushback and also a confirm if it hits, but is generally weaker than if uncancelled.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
75
Mid
-
15
6
27
Crumple (+93)
-10
-
0
200
Fantastic and beating grounded attacks with its range.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
hop
hop
75
Mid
special
14
6
1 on ground
-
-
-
80
120
jump
jump
75
Mid
special
14
7
1 on ground
-
-
-
80
140
A high angled kick. Large hitbox and active for awhile. Great for offense and defense.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
100
N/A
-
1
1
0
HKD (+50)
Unblockable
-
0
0
Robert climbs on his opponent and kicks them away. The oki is not great after this, but it does send them fullscreen to set up a fireball game.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
100
N/A
-
1
1
0
HKD (+26)
Unblockable
-
0
0
Robert chucks his opponent over his shoulder. Similar story to his forward throw in terms of oki and screen position. If Robert is cornered when he uses this, he is left right next to his opponent.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
60 [40]
Mid
special
15
4
17
0
-2
-
30
60
Values in [] indicate when the move is cancelled into.
Heavy confirm normal.
Causes a juggle.
Can be cancelled in chains or by itself.
An advancing backwards kick. Makes heavy confirms easy as Robert, and also has juggle points that allow him easy and damaging combo extensions. The move is very large, so it can be used to tag opponents in neutral while being safe on block. It's not the best on whiff however so be careful if using it like this.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
60 [45]
High [Mid]
-
22 [20]
4
17
+2
-2
-
30
60
Values in [] indicate when the move is cancelled into.
Overhead.
Cancel version loses overhead properties, but becomes special cancelable.
Can jump over low attacks and ground projectiles.
A short hop into a kick. While not a terribly rewarding overhead, pestering opponents with this opens them up for 2B confirms. This also can be used as a low crushing frame trap in strings.
Although difficult to time, if this hits meaty on someone's wakeup, you can link a 2A after into a combo. Robert will be throw invincible while doing this as well so it can be a useful set-up to learn.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A
A
65
Mid
super
15
Full Screen Projectile
32
-6 (Close) to 26 (Max Range)
-8 (Close) to 24 (Max Range)
-
60
60
C
C
65
Mid
super
14
Full Screen Projectile
37
-11 (Close) to 24 (Max Range)
-13 (Close) to 24 (Max Range)
-
60
60
AC
AC
87 (40+50)
Mid
-
15
Full Screen Projectile
32
SKD (42: Tech / 69: Non-tech)
1 (Close) to 20 (Max Range)
-
0
60 (30+30)
A and EX version recovers in 32f.
C version recovers in 37f.
Strength determines projectile speed.
EX version will beat normal projectiles.
Classic fireball. Robert's is a high fireball so it's more difficult to hop over but prone to low profiling. This is the bread-and-butter of Robert's game plan. Use the A fireball to control space and force an approach. Use the C fireball to interrupt spacing attempts and disrupt their timing. The EX version helps in projectile wars and also causes a knockdown.
Cancelling into fireballs is usually a safe way of ending your block strings, but some characters can interrupt with a low-profiling move or reversal, and every character can get a punish if they Guard Cancel Roll the normal you cancelled.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A
A
70 [45]
Mid
super
4
10
36 (11 on ground)
SKD (21: Tech / 48: Non-tech)
-27
Full body against Physical Air Strike: 1 to 5 (5 Frames) / Throw Invincible: 1 to 5 (5 Frames)
60 [40]
80
C
C
112 (70+45)
Mid
super (1)
6
15
39 (13 on ground)
SKD (20: Tech / 47: Non-tech)
-30
Full Body: 1 to 10 (10 Frames)
100 (60+40)
120 (80+40)
AC
AC
174 (70+30+30+30+30)
Mid
-
4
16
44 (9 on ground)
SKD (31: Tech / 58: Non-tech)
-36
Full Body: 1 to 11 (11 Frames)
0
120+ (80+20+20+...)
Values in [] indicate when the move hits during later frames.
A version has upper body invincibility.
C and EX versions has full body invincibility.
Classic shoto uppercut. The A version is ideal for anti-airs, while the C and EX version can be used as reversals. The EX version is 4f start-up, which lets it beat some safe jumps. Both the A and C versions can be cancelled, and with the way their damage is distributed they will do the same amount of damage even though the C version is usually stronger.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
B
B
94 (30+30+40)
Mid
-
10
2 (5) 2 (6) 2
22 (11 on ground)
SKD (31: Tech* / 58: Non-tech)
-5
-
100 (20+20+60)
80 (30+30+20)
D
D
119 (30+30+30+40)
Mid
-
12
2 (6) 2 (6) 2 (6) 3
23 (16 on ground)
SKD (28: Tech / 55: Non-tech)
-7
-
120 (20+20+20+60)
110 (30+30+30+20)
BD
BD
99 (20+15+15+15+50)
Mid
-
10
2 (3) 2 (3) 2 (3) 2 (18) 5
22 (20 on ground)
SKD (46: Tech / 73: Non-tech)
-8
-
0
110 (20+20+20+20+30)
Jumps over ground projectiles and some low moves.
B and D versions cause a soft knockdown.
EX version launches.
Robert's "tatsu". Primarily a combo tool and the occasional call out against low moves. All versions combo from lights, and the oki from the D version is especially good. The B version can be hard to punish as some characters, especially when spaced, and also allows for a 623A or 623AC followup in the corner.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
B
B
60
Mid
-
16
Active until on ground
15
SKD (+42) best
0 (Lowest height) to -11 (Highest height)
-
80
60
D
D
60
Mid
-
16
Active until on ground
15
SKD (+42) best
0 (Lowest height) to -11 (Highest height)
-
80
60
BD
BD
100
Mid
-
16
Active until on ground
16
SKD (+53) best
1 (Lowest height) to -8 (Highest height)
-
0
80
Strength determines the angle of the move.
Frame advantage if the divekick hits the opponent's guard deep enough.
EX version sends the opponent upwards for better combos.
Robert's divekick. Although this can be used to vary your jump angles, this is primarily a combo tool from cancelled 6A as it's difficult to get this to have frame advantage, although it is possible.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A rapid series of kicks. This is Robert's highest damage combo ender for juggles. The EX version is notable, as it has anywhere juggle, meaning it can combo even after air resets. The small range of this move makes that hard to take advantage of outside of the corner, but it leads to strong combos regardless.
Damage reduce has been changed on the move, normal version only counts as 1 hit regarding Damage scaling.
Ex version counts as 10 hits [damage representation has been modified accordingly, with last 7 hits counting as 1 hit only] - So you get 50% Damage reduce in the end
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
B
B
108 / Min:31
N/A
-
7
1
46
SKD (35: Tech / 62: Non-tech)
Unblockable
Full Body: 7 (1 Frame)
0
0
D
D
108 / Min:31
N/A
-
7
1
46
SKD (35: Tech / 62: Non-tech)
Unblockable
Full Body: 7 (1 Frame)
0
0
BD
BD
93 / Min:36
N/A
-
7
1
44
Juggle - HKD (+61)
Unblockable
Full Body: 7 (1 Frame)
0
0
Command grab.
EX version can be juggled after.
Robert grabs the opponent with his knee and combos them. A unique tool for a shoto to have, and makes Robert just the more scary when pressuring. The range is about the range for close proximity normals. This doesn't cause a hard knockdown, but Robert still has enough time to run up and establish a low/throw mix up, even on quick rise. The EX version leads to a short combo after, although the range on the initial grab is a little smaller.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A or C
A or C
180 (min 90)
Mid
advanced, climax
17
Full Screen Projectile
61
HKD (+49)
-30 (Close) to 2 (Max Range)
Full Body: 1 to 3 (3 Frames)
0
0
AC
AC
320 (55*4+100)
Mid
climax
12
Full Screen Projectile
79
HKD (+51)
-28 (Close) to -13 (Max Range)
Full Body: 1 (1 Frame)
0
0
C Version is faster than the A Version.
Can be reflected.
Robert sends a massive fireball forward. Notably used in CD confirms. The C version can be used as a hard read against fireballs.
The MAX version is even faster than the C version, making it easier to go through a fireball and punish with this.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers
A
A
200 (10*13+25+45)
Mid
advanced, climax
8
16
31
HKD (+49)
-29
Full Body: 1 to 4 (4 Frames)
-
-
C
C
200 (10*13+25+45)
Mid
advanced, climax
16
16
31
HKD (+49)
-29
Full Body: 1 to 5 (5 Frames)
-
-
AC
AC
334 (10*9+8*19+20+80)
Mid
climax
8
16
31
HKD (+44)
-29
Full Body: 1 to 23 (23 Frames)
-
-
Only EX version has invincibility.
Classic ranbu super. The EX version is notable since it's even better at going through fireballs or pokes than 641236AC.
Guard(1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel(1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is special or super cancelable. If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included.
Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable
Guard DamageDamage done to the guard bar regardless of multipliers