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The King of Fighters XV/Robert Garcia/Combos: Difference between revisions
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m Fixed stun value for 41236BD combo |
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{{ComboLegend-KOFXV}} | {{ComboLegend-KOFXV}} | ||
{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
==Combo Notation Guide== | |||
{|class="wikitable" | |||
! Notation !! Meaning | |||
|- | |||
| '''X Starter''' || Use the corresponding starter(s) from the 'Starters' section of this page. | |||
|- | |||
| '''>''' || Cancel the previous move into the following move.<br />If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel'). | |||
|- | |||
| ''',''' || Link the previous move into the following move. | |||
|- | |||
| '''(X)''' || A move in brackets must whiff (not hit).<br />Can also mean the move must be Kara Canceled. | |||
|- | |||
| '''~''' || Cancel the previous special into the following special. | |||
|- | |||
| '''cl.''' || Close to opponent. | |||
|- | |||
| '''f.''' || Far from opponent. | |||
|- | |||
| '''j.''' || Jumping move. | |||
|- | |||
| '''AA''' || Anti-air. Hit the opponent while they're mid-air. | |||
|- | |||
| '''[X]''' || Hold input briefly. | |||
|- | |||
| '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. | |||
|- | |||
| '''X/Y''' || Do either X move or Y move in a combo (Both final damage & stun values will be shown). | |||
|- | |||
| '''X * N'''<br>'''{X} * N''' || Repeat 'X' input 'N' amount of times.<br>Multiple inputs will be bundled into "{}". | |||
|- | |||
|} | |||
==Starters== | |||
'''Keep in mind:''' The combos in the "Combos" section have been tested using the first starter in each category '''(the combos in Bold)'''.<br/> | |||
The other starters in each table should also work in each case, but may not. | |||
===Light Starters=== | |||
{|class="wikitable sortable" | |||
! Combo !! Damage !! Notes | |||
|- | |||
| '''?''' || || Standard low light confirm. | |||
|} | |||
===Heavy Starters=== | |||
{|class="wikitable sortable" | |||
! Combo !! Damage !! Notes | |||
|- | |||
| '''j.X > ?''' || || Standard jump-in starter. | |||
|} | |||
===Other Starters=== | |||
{|class="wikitable sortable" | |||
! Combo !! Damage !! Notes | |||
|- | |||
| CD || 75 || | |||
|} | |||
('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.) | |||
==Combos== | ==Combos== | ||
Unless stated otherwise, assume cl.D is hitting for both hits. | Unless stated otherwise, assume cl.D is hitting for both hits. | ||
When doing midscreen confirms from heavies, Robert can generally get more stun with comparable damage by doing Shatter Strike cancels and using the combo route 0.5 meter below the amount of meter you intended to spend. | |||
===Rush Auto Combo=== | ===Rush Auto Combo=== | ||
{|class="wikitable sortable" | |||
! Combo!! Damage !! Meter cost !! notes | |||
|- | |||
| cl.A > A > A > B || 171 || 0 || Rush combo ending in a special move. | |||
|- | |||
| cl.A > A > A > C || 233 || 1 || Rush combo ending in a super. | |||
|- | |||
| cl.A > A > A > D || 335 || 2 || Rush combo ending in a Max super. | |||
|- | |||
| cl.A > A > A > A || 441 || 3 || Rush combo ending in a Climax super. | |||
|} | |||
===Meterless=== | ===Meterless=== | ||
Line 17: | Line 84: | ||
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
| 2B*3 > 214D || | | 2B*3 > 214D || 141 || 165 || 0 || 25% || Anywhere || Light confirm. You must cancel the 2B fast for the 214D to connect. | ||
|- | |- | ||
| 2B*3 > 214B || | | 2B*3 > 214B || 121 || 145 || 0 || 25% || Anywhere || Using 214B as your ender leaves them standing, which can make it easier to threaten with command grab after. | ||
|- | |- | ||
| cl.D > 6B > 214D || 224 || 220 || 0 || 30% || Anywhere || Heavy starter combo. | | cl.D > 6B > 214D || 224 || 220 || 0 || 30% || Anywhere || Heavy starter combo. cl.C / 2C have same combo as cl.D. | ||
|- | |- | ||
| cl.D > 6A > j.214B, 623C || 271 || 280 || 0 || 40% || Corner || Corner combo. If you try to confirm this and it's blocked, j.214B is safe barring some command grabs, so it's better to cancel. 6A by itself would leave you at universal throw range. | | cl.D > 6A > j.214B, 623C || 271 || 280 || 0 || 40% || Corner || Corner combo. If you try to confirm this and it's blocked, j.214B is safe barring some command grabs, so it's better to cancel. 6A by itself would leave you at universal throw range. | ||
|- | |- | ||
| CD, run, 6B > | | CD, run, 6B > 623C/214D/646D || 189/190/195 || 230/250/130 || 0 || 30% || Anywhere || Uncancelled CD confirm. 214D has better corner carry, 623C is harder to connect but gains more meter. Robert has to start at least mid screen to connect 646D. | ||
|- | |- | ||
| CD > 236A || | | CD > 236A/236C || 120 || 160 || 0 || 20% || Non-Corner || A useful cancel that also confirms. This will lead into supers with meter as well. 236C connects at some distance without cancelling CD. | ||
|- | |- | ||
| CD, 6B > 236A, 623C || | | CD, (run), 6B > 236A, 623C/214B || 225/213 || 290 || 0 || 40% || Near Corner || Corner CD confirm. CD is safe enough on it's own, so try to avoid cancelling into fireball near the corner so you can get this confirm. The range on 6B is large enough to where this can connect even if you're a bit of a distance from the corner. When cancelling 6B into 236, if you get 623 too often, input 236 as 2369 instead. 214B has further reach to connect at specific range. | ||
|- | |- | ||
| j.214B/D, 623A || 126 || 140 || 0 || 25% || Corner || If the j.214B/D hits very low, you can even get a 623C after. | | j.214B/D, 623A || 126 || 140 || 0 || 25% || Corner || If the j.214B/D hits very low, you can even get a 623C or 214D after. | ||
|} | |} | ||
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
| (2B*3)/(cl.D > 6B) > 214BD, 6B > | | (2B*3)/(cl.D > 6B) > 214BD, 6B > 646D/623C/214D || 223/315 || 175/230 || 0.5 || 30% || Anywhere || Robert's light and heavy confirms are the same midscreen. The meter build and corner carry is quite nice. You can cancel into 623C at the end instead for just 3 less damage and virtually the same oki and a little more meter build, but could save you on time, since the animation for 646B/D is so long. Also end with delay 214D for even better corner carry. | ||
|- | |- | ||
| cl.C > 6A > j.214BD, run, 623C || 297 || 200 || 0.5 || 30% || Anywhere || 6A > j.214BD only works midscreen after a close C normal or one hit of cl.D. This combo is not as strong as the 214BD confirm, but will lead to stronger combos with more meter to work with. | | cl.C/2C > 6A > j.214BD, run, 623C || 297 || 200 || 0.5 || 30% || Anywhere || 6A > j.214BD only works midscreen after a close C normal or one hit of cl.D. This combo is not as strong as the 214BD confirm, but will lead to stronger combos with more meter to work with. | ||
|- | |- | ||
| 2B*3 > 214BD, 6B > 236A, 623C || | | (2B*3)/(cl.D > 6B) > 214BD, 6B > 236A, 623C/214B || 250/344 || 235/295 || 0.5 || 35%/45% || Near Corner || Near corner confirm. Close to refunding the bar used. | ||
|- | |- | ||
| cl.D > 6A > j.214B/D, 214BD, 6B > 236A, 623C || 384 || 370 || 0.5 || 55% || Corner || Meter positive corner combo. | | cl.D > 6A > j.214B/D, 214BD, 6B > 236A, 623C || 384 || 370 || 0.5 || 55% || Corner || Meter positive corner combo. | ||
|- | |- | ||
| CD, run, 6B > 214BD, run, 623C || | | CD, run, 6B > 214BD, 646D / run, 623C || 233/221 || 230 || 0.5 || 30% || Anywhere || Midscreen CD confirm, 43 extra damage doesn't worth the meter after CD scaling nerf. | ||
|- | |- | ||
| 41236BD, 623A || 138 || 60 || 0.5 || 20% || Anywhere || Some extra damage after an EX command grab. | | 41236BD, 623A || 138 || 60 || 0.5 || 20% || Anywhere || Some extra damage after an EX command grab. | ||
|- | |- | ||
| j.214BD, 623C || 206 || 100 || 0.5 || 25% || Anywhere || The | | j.214BD, 623C || 206 || 100 || 0.5 || 25% || Anywhere || The number of times you spend meter on j.214BD is rare, but if you do land one, you can always get a 623C after. Sometimes you can get a 6B in there too, but it's height dependent. | ||
|- | |||
| 2C anti-air / j.D > 646BD || 185 || 70 || 0.5 || 10% || Anywhere || If you're quick you can turn anti-air normals into extra damage. Could follow up with 623a in the corner. | |||
|- | |||
| CD, run, 6B > 236A, 214BD, 646B / (623A, 623A) || 271/248 || 320 || 0.5 || 35%/49% || Near Corner || The same use case as 214B follow up. | |||
|- | |- | ||
| | | CD, 6B > 236A, cl.C > 646BD > 623A || 301 || 320 || 0.5 || 45% || Corner || Becomes the best CD corner combo route since CD scaling nerf. | ||
|- | |- | ||
| CD, 6B > 236A, | | CD, j.214B, 214BD, 6B > 236A, 623C || 254 || 350 || 0.5 || 48% || Corner || Useless since CD scaling nerf. | ||
|- | |||
| j.CD (Counter), 6B, cl.C > 646BD, 623A || 346|| 350 || 0.5 || 35% || Corner || Very easy to confirm, safe on normal hit or block, high damage. Could delay 6B to add 236A before cl.C (392 damage). | |||
|- | |||
| 236AC, 6B > 236A, 623C/214D || 285/289 || 100 || 0.5 || 30% || Corner || Could catch the opponent by surprise near the corner. | |||
|} | |} | ||
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
| 2B*3 > 214BD, run, CD > 646BD || | | (2B*3)/(cl.D > 6B) > 214BD, run, CD > 646BD || 255/340 || 190/250 || 1 || 20% || Anywhere || You can use run cl.C / hop j.D instead of CD for a slightly easier combo for 3 less damage. Not worth the 0.5 meter for extra 30 damage. | ||
|- | |- | ||
| cl.D > 6B > 623A > 236214A | | cl.D > 6B > 623A > 236214A || 339 || 160 || 1 || 30% || Anywhere || Simple super confirm. | ||
|- | |- | ||
| cl.C > | | cl.C > 6B > 646D > 236214C || 386 || 160 || 1 || 30% || Anywhere || Deals more damage after the 646B/D scaling buff. | ||
|- | |- | ||
| | | cl.C > 6A > j.214BD, 6B > 214BD, 646B/D || 389 || 130 || 1 || 35% || Anywhere || Optimal heavy confirm. | ||
|- | |- | ||
| cl.D > | | (2B*3)/(cl.D > 6B) > 214BD, 6B > 236A, cl.C > 646BD, 623A || 330/422 || 310 || 1 || 45% || Corner || | ||
|- | |- | ||
| | | cl.D > 6A > j.214B, 214BD > 6B > 236A, cl.C > 646BD, 623A || 464 || 400 || 1 || 60% || Corner || Optimal corner 1 bar combo. | ||
|- | |- | ||
| | | cl.D > 6A > j.214BD, 236A, 214BD, 6B > 236A, 623C || 457 || 400 || 1 || 55% || Corner || A little less damage & meter than above combo. | ||
|- | |- | ||
| | | cl.D > 6A > j.214BD, 6B > 623A, cl.C > 646BD, 623A || 453 || 400 || 1 || 55% || Corner || Almost same as above but more difficult (should go for 1.5 bar instead of super cancel). | ||
|- | |- | ||
| 236CD, 6B > 646B/D || | | CD > 236A, 641236C || 237 || 160 || 1 || 20% || Non-Corner || CD confirm. Easy to hit confirm, but it doesn't worth the meter after CD scaling nerf. | ||
|- | |||
| CD, run, 6B > 214BD, run, cl.C > 646BD || 289 || 200 || 1 || 25% || Anywhere || CD is inconsistent after a juggled 214BD, so cl.C will suffice. Follow by 623a in the corner for total 303 damage. | |||
|- | |||
| CD, 6B > 236A, 214BD, 236A/623A, cl.C > 646BD, 623A || 355/348 || 380 || 1 || 49%/55% || Near Corner || In corner CD combos like this, against smaller characters, you'll have to omit the first 236A and cancel straight into the 214BD. (but it drops to 329 which almost the same as 0.5 bar combo) | |||
|- | |||
| CD, j.214D, 214BD, 6B > 236A, cl.C > 646BD, 623A || 343 || 380 || 1 || 50% || Corner || Difficult combo to show your skill. | |||
|- | |||
| CD, j.214BD, 6B > 623A, cl.C > 646BD, 623A || 349 || 380 || 1 || 50% || Corner || Difficult combo to show your skill. | |||
|- | |||
| j.CD (Counter), 6B, 214BD, 236A, cl.C > 646BD, 623A || 429 || 350 || 1 || 40% || Corner || Safe on normal hit or block, high damage. 214BD could drop sometimes, could delay 6B to add 236A before 214BD (474 damage). | |||
|- | |||
| 236CD, 6B > 646B/D || 251 || 30 || 1 || 75% || Anywhere || Shatter Strike confirm. If the Shatter Strike hits airborne, use 623C instead for consistency. In general your Shatter Strike combos will match your uncancelled CD combos. | |||
|- | |- | ||
| 236CD, 6B > 236A, 623C || 297 || 190 || 1 || 80% || Corner || Your corner Shatter Strike combos will match your CD corner combos. | | 236CD, 6B > 236A, 623C || 297 || 190 || 1 || 80% || Corner || Your corner Shatter Strike combos will match your CD corner combos. | ||
|- | |- | ||
| 41236BD, | | 41236BD, 5A > 646BD > 623A || 209 || 60 || 1 || 20% || Corner || For some reason, 623A juggle only works after a 5A into 646BD, and not with 2A. | ||
|- | |- | ||
| | | (2B*3)/(cl.D > 6B) > 214BD, 6B > 646B/D > 236214C || 322/417 || 120/130 || 1.5 || 35% || Anywhere || 646B/D cancel window is improved. | ||
|- | |- | ||
| | | cl.C > 6A > j.214BD, 6B > 236A > 236214A/C || 447 || 190 || 1.5 || 20% || Anywhere || Previous max midscreen damage with 1.5 bar. | ||
|- | |||
| cl.C > 6A > j.214BD, 646D > 236214C || 463 || 190 || 1.5 || 35% || Anywhere || Max midscreen damage with 1.5 bar, cl.C needs to be near to connect. | |||
|- | |- | ||
| | | 2B*3 > 214BD, 6B > 236AC, 236A, cl.C > 646BD, 623A || 364 || 310 || 1.5 || 45% || Corner || Only extra 34 damage than the 1 meter combo. | ||
|- | |- | ||
| | | cl.C > 6A > j.214BD, 214BD, 6B > 236A, cl.C > 646BD, 623A || 488 || 380 || 1.5 || 55% || Near Corner || Need to delay 6B such that 236A doesn't whiff. | ||
|- | |- | ||
| cl.D > 6A > j.214BD, 236A, 214BD, | | cl.D > 6A > j.214BD, 236A, 214BD, 6B > 236A, cl.C > 646BD, 623A || 539 || 380 || 1.5 || 60% || Corner || bread and butter corner high damage combo. | ||
|- | |- | ||
| CD, run, 6B > 214BD, 646B/D > | | CD, run, 6B > 214BD, 646B/D > 236214C || 332 || 130 || 1.5 || 30% || Anywhere || Not worth the meter, 6B needs to connect near the opponent. | ||
|- | |- | ||
| CD, j.214BD, 236A, 214BD, | | CD, j.214BD, 236A, 214BD, 6B > 236A, cl.C > 646BD, 623A || 397 || 380 || 1.5 || 49% || Corner || This was the max damage from a corner CD (scaling nerf it from 469 to 397). The further back your opponent was from the corner when the CD hits, the higher you can do the j.214BD. You may need to do it higher for the extra horizontal range. These combos do not work after a Shatter Strike. | ||
|- | |- | ||
| CD, 6B > 236A, 214BD, 236AC, 236A, cl.C > 646BD, 623A || | | CD, 6B > 236A, 214BD, 236AC, 236A, cl.C > 646BD, 623A || 371 || 380 || 1.5 || 50% || Corner || Alternate corner CD route which works from Shatter Strike as well. Remember to omit 236A on smaller characters. | ||
|- | |- | ||
| | | CD, 6B > 236A, cl.C > 646BD, 623A, 2363214C || 400 || 380 || 1.5 || 40% || Corner || The new corner CD 1.5 bar combo, only worth extra 1 bar if it kills. | ||
|- | |- | ||
| 41236BD, 623A > 236214A/C || 258 || 60 || 1.5 || 20% || Anywhere || | | 41236BD, 623A > 236214A/C || 258 || 60 || 1.5 || 20% || Anywhere || Overall the best combo after ex command grab. | ||
|} | |} | ||
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
| || | | ''(QM)'' 2B*3/(cl.D > 6B) > BC, cl.C > 6A > j.214BD, 6B > 236A > 236214A/C || 360/457 || 280/290 || 2 || 10% || Non-Corner || 1000 Max Guage combo. Best use of meter midscreen. | ||
|- | |||
| ''(QM)'' 2B*3/(cl.D > 6B) > BC, cl.C > 6A > j.214BD, 214BD, 6B > 236A > 236214A/C || 381/480 || 280/290 || 2 || 10% || Anywhere || 1500 Max Guage combo. | |||
|- | |||
| cl.C > 6A > j.214BD, 6B > 214BD, 646D > 236214C || 509 || 130 || 2 || 35% || Anywhere || Max mid screen 2 bar damage after the 646D scaling buff. | |||
|- | |||
| 2B*3 > 214BD, 6B > 236A, cl.C > 646BD, 623A > 236214A/C || 429 || 310 || 2 || 35% || Near Corner || Bread and butter corner combo from low attack. | |||
|- | |||
| cl.D > 6A > j.214BD, 236A, 214BD, 6B > 236AC, 236A, cl.C > 646BD, 623A || 568 || 380 || 2 || 55% || Corner || Only 29 damage more than the 1.5 bar version. | |||
|- | |||
| ''(QM)'' 2B*3 > BC, cl.D > 6A > j.214BD, 236A, 623A/C > 236214C || 374 || 310 || 2 || 10% || Corner || 1000 and 1250 Max Guage corner combo. Less damaging than the non-QM confirms. (429) | |||
|- | |||
| ''(QM)'' 2B*3 > BC, cl.D > 6A > j.214BD, 236AC, 236A, 623A/C > 236214C || 411 || 310 || 2 || 10% || Corner || 1500 Max Guage corner combo. Less damaging than the non-QM confirms. (429) | |||
|- | |||
| CD > 236A, 641236AC || 325 || 160 || 2 || 15% || Non-Corner || Weaker but safe CD confirm. Not worth the meter after CD scaling nerf. | |||
|- | |||
| CD, 6B > 236A, 214BD, 236A, cl.C > 646BD, 623A > 236214A/C || 454 || 380 || 2 || 50% || Corner || Remember to omit 236A on smaller characters (damage reduce to 428), or change the first 236A to 236AC to get almost same damage (455). | |||
|- | |||
| 2B*3 > 214BD, 6B > 646B/D > 236214AC/641236AC || 390/381 || 120 || 2.5 || 35% || Anywhere || This combo is only marginally stronger than your 2 Bar combo with Quick Max, but much harder as the cancel from 646B/D must be done as late as possible, around the apex of your opponent's launch, or else the super will whiff. Overall not worth it but could be useful to know the cancel. | |||
|- | |||
| cl.C > 6A > j.214BD, 6B > 236A > 236214AC || 551 || 190 || 2.5 || 25% || Non-Corner || Robert's only efficient use of 2.5 meter midscreen. Otherwise use your 2 meter combos by themselves or after a Shatter Strike cancel. | |||
|- | |||
| 2B*3 > 214BD, 6B > 236AC, 236A, cl.C > 646BD, 623A > 236214A/C || 463 || 310 || 2.5 || 40% || Corner || Only 34 more damage than 2 bar version. | |||
|- | |||
| cl.D > 6A > j.214BD, 236A, 214BD, 6B > 236A, cl.C > 646BD, 623A > 236214A/C || 638 || 380 || 2.5 || 55% || Corner || Disproprotionally strong corner combo for the meter spent. | |||
|- | |||
| CD, run, 6B > 214BD, 646D > 641236AC || 391 || 190 || 2.5 || 20% || Anywhere || Need to delay cancel 646D, not quite worth the meter. 6B needs to connect near the opponent. | |||
|- | |||
| 41236BD, 623A > 641236AC || 330 || 60 || 2.5 || 20% || Anywhere || More damage than 2363214AC (324). | |||
|- | |||
| CD, j.214BD, 236A, 214BD, 6B > 236A, cl.C > 646BD, 623A > 236214A/C || 496 || 380 || 2.5 || 49% || Corner || Difficult to land but only 42 more damage than 2 bar version. | |||
|- | |||
| CD, 6B > 236A, 214BD, 236AC, 236A, cl.C > 646BD, 623A > 236214A/C || 470 || 380 || 2.5 || 49% || Corner || Only 16 more damage than 2 bar version. | |||
|} | |} | ||
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
| || || | | ''(QM)'' 2B*3/(cl.D > 6B) > BC, cl.C > 6A > j.214BD, 236A > 214236CD || 464/567 || 220/230 || 3 || 10% || Anywhere || 1000 Max confirm. Microdash 623A/C is technically possible instead of 6B after j.214BD, but the timing to both connect the 623A/C low enough and properly cancel into the Climax is not worth it for the extra damage. | ||
|- | |||
| ''(QM)'' 2B*3/(cl.D > 6B) > BC, cl.C > 6B > 623A > 236214A/C > 214236CD || 522/624 || 250/260 || 3 || 10% || Anywhere || 1250 Max confirm. Using cl.C instead of cl.D after the Quick Max saves Max timer to fit the super and Climax. At 1500 Max Guage, use cl.D after the Quick Max instead. | |||
|- | |||
| ''(QM)'' 2B*3 > BC, cl.C > 6A > j.214BD, 236A, 623C > 214236CD || 506 || 310 || 3 || 10% || Corner || 1000 corner Max confirm. | |||
|- | |||
| 2B*3 > 214BD, 6B > 236A, cl.C > 646BD, 623A > 236214AC || 497 || 310 || 3 || 45% || Corner || Only slightly weaker than the 1000 Max combo, but builds nearly half a bar. | |||
|- | |||
| ''(QM)'' 2B*3 > BC, cl.D > 6A > j.214B/D, 623A/C > 236214A/C > 214236CD || 547 || 330 || 3 || 10% || Corner || 1500 Max confirm. At 1250, just use the midscreen confirm. | |||
|- | |||
| cl.C > 6B > 646D > 236214C > 641236AC || 642 || 310 || 3 || 10% || Anywhere || more than QM combos, but 646D doesn't connect from cl.D start. If ends with climax is 594 damage. | |||
|- | |||
| cl.D > 6A > j.214BD, 236A, 214BD, 6B > 236AC, 236A, cl.C > 646BD, 623A > 236214A/C || 667 || 380 || 3 || 55% || Corner || Adds on a 236AC to the 2.5 bar corner combo for 29 extra damage. | |||
|- | |||
| CD, run, 6B > 236C/646D > 236214C > 641236AC || 454/490 || 190 || 3 || 20% || Anywhere || 646D only connects when Robert stands further than mid screen. | |||
|- | |||
| ''(QM)'' CD, run, 6B > BC, 236C > 236214A > 214236CD || 482 || 190 || 3 || 20% || Anywhere || At least 1250 Max confirm. | |||
|- | |||
| ''(QM)'' CD, 6B > BC, 236A, 623C > 236214A > 214236CD || 517|| 190 || 3 || 20% || Corner || At least 1250 Max confirm. | |||
|- | |||
| CD, j.214BD, 236A, 214BD, 6B > 236AC, 236A, cl.C > 646BD, 623A > 236214A/C || 511 || 380 || 3 || 49% || Corner || Only 15 extra damage than 2.5 bar version. | |||
|- | |||
| CD, 6B > 236A, 214BD, 236A, cl.C > 646BD, 623A > 236214AC || 522 || 380 || 3 || 49% || Corner || Skipping the first 236A will be 496 damage. | |||
|- | |||
| cl.C > 6A > j.214BD, 6B > 236A/C > 236214A/C > 641236AC || 669 || 190 || 3.5 || 20% || Non-Corner || | |||
|- | |||
| ''(QM)'' 2B*3 > 214BD, 6B > BC, 236A, 623A/C > 236214A/C > 214236CD || 547 || 240 || 3.5 || 20% || Corner || Just 25 more damage than the 3 bar version 1250 QM combo, but much better than non-QM combo (487 damage) | |||
|- | |||
| ''(QM)'' cl.D > 6A > j.214BD, 6B > BC, 236A, 623C > 236214A/C > 214236CD || 708 || 250 || 3.5 || 15% || Corner || Delay the 236A slightly. You can whiff cancel a 2D to make the timing easier if that works for you. ?? | |||
|- | |||
| CD, run, 6B > 214BD, 646D > 641236C > 236214AC || 490 || 190 || 3.5 || 30% || Anywhere || Only 8 extra damage for 0.5 bar. | |||
|- | |||
| CD, 6B > 236A, cl.C > 646BD, 623A > 236214C > 641236AC || 558 || 380 || 3.5 || 40% || Near Corner || Best corner CD 3.5 bar combo. | |||
|- | |||
| CD, j.214BD, 236A, 214BD, 6B > 236A, cl.C > 646BD, 623A > 236214AC || 564 || 380 || 3.5 || 49% || Corner || Very little damage increase but more likely to drop. | |||
|- | |||
| CD, 6B > 236A, 214BD, 236AC, 236A, cl.C > 646BD, 623A > 236214AC || 538 || 380 || 3.5 || 49% || Corner || Not optimal combo. | |||
|- | |||
| ''(QM)'' CD, 214BD, 6B > BC, 236A, 623C > 2363214C > 214236CD || 533 || 380 || 3.5 || 15% || Near Corner || Not optimal combo. | |||
|- | |||
| 41236BD, 623A > 236214A/C > 641236AC || 433 || 60 || 3.5 || 15% || Anywhere || Command grab combo. If ends with climax is only 386 damage. | |||
|- | |||
| ''(QM)'' 41236BD, 2A > BC, 646BD, 623A > 214236CD || 443 || 90 || 3.5 || 5% || Corner || Only 10 more damage than the above. Letting Robert run for a little after the Quick Max is what allows the 623A to connect here. Input 623A as early as possible and hold the button to have more time to input the Climax. | |||
|} | |} | ||
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
| || | | ''(QM)'' 2B*3/(cl.D > 6B) > BC, cl.C > 623A > 641236AC > 214236CD || 596/723 || 220 || 4 || 10% || Anywhere || 1250 Max Guage combo. Leaving out the 6B after the Quick Max improves the scaling. Remember to use cl.D instead of cl.C at 1500 Guage. | ||
|- | |||
| 41236BD, 623A > 236214C > 214236CD || 493 || 60 || 4.5 || 15% || Anywhere || Max damage for command grab. | |||
|- | |||
| ''(QM)'' cl.D > 6A > j.214BD, 236A, 214BD, 236AC, 6B > BC, 236A, 623A > 236214C > 214236CD || 783 || 310 || 4.5 || 25% || Corner || | |||
|- | |||
| ''(RM)'' j.D, cl.D > 6A > j.214D, 623C, 236214C > 641236AC > 214236CD || 1003 || 310 || 4 || 45% || Corner || Raw max TOD combo. | |||
|} | |} | ||
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
| || | | ''(QM)'' cl.D > 6A > j.214BD, 236A, 214BD, 6B > BC, 236A, 623A > 641236AC > 214236CD || 815 || 310 || 5 || 25% || Corner || | ||
|- | |||
| cl.D > 6A > j.214BD, 236A, 214BD, 6B > 236AC, 236A, cl.C > 646BD, 623A > 641236C > 641236AC || 825 || 310 || 5 || 35% || Corner || Robert's highest damage without raw max activation. A litter more than cl.D > 6A > j.214D, 623C > 641236AC > 214236CD (806). If begins with j.D, total damage is 861. | |||
|} | |} | ||
Latest revision as of 23:08, 22 July 2024
Combo Notation Guide
Notation | Meaning |
---|---|
X Starter | Use the corresponding starter(s) from the 'Starters' section of this page. |
> | Cancel the previous move into the following move. If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel'). |
, | Link the previous move into the following move. |
(X) | A move in brackets must whiff (not hit). Can also mean the move must be Kara Canceled. |
~ | Cancel the previous special into the following special. |
cl. | Close to opponent. |
f. | Far from opponent. |
j. | Jumping move. |
AA | Anti-air. Hit the opponent while they're mid-air. |
[X] | Hold input briefly. |
P & K | P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. |
X/Y | Do either X move or Y move in a combo (Both final damage & stun values will be shown). |
X * N {X} * N |
Repeat 'X' input 'N' amount of times. Multiple inputs will be bundled into "{}". |
Starters
Keep in mind: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
The other starters in each table should also work in each case, but may not.
Light Starters
Combo | Damage | Notes |
---|---|---|
? | Standard low light confirm. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
j.X > ? | Standard jump-in starter. |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 |
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
Unless stated otherwise, assume cl.D is hitting for both hits.
When doing midscreen confirms from heavies, Robert can generally get more stun with comparable damage by doing Shatter Strike cancels and using the combo route 0.5 meter below the amount of meter you intended to spend.
Rush Auto Combo
Combo | Damage | Meter cost | notes |
---|---|---|---|
cl.A > A > A > B | 171 | 0 | Rush combo ending in a special move. |
cl.A > A > A > C | 233 | 1 | Rush combo ending in a super. |
cl.A > A > A > D | 335 | 2 | Rush combo ending in a Max super. |
cl.A > A > A > A | 441 | 3 | Rush combo ending in a Climax super. |
Meterless
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2B*3 > 214D | 141 | 165 | 0 | 25% | Anywhere | Light confirm. You must cancel the 2B fast for the 214D to connect. |
2B*3 > 214B | 121 | 145 | 0 | 25% | Anywhere | Using 214B as your ender leaves them standing, which can make it easier to threaten with command grab after. |
cl.D > 6B > 214D | 224 | 220 | 0 | 30% | Anywhere | Heavy starter combo. cl.C / 2C have same combo as cl.D. |
cl.D > 6A > j.214B, 623C | 271 | 280 | 0 | 40% | Corner | Corner combo. If you try to confirm this and it's blocked, j.214B is safe barring some command grabs, so it's better to cancel. 6A by itself would leave you at universal throw range. |
CD, run, 6B > 623C/214D/646D | 189/190/195 | 230/250/130 | 0 | 30% | Anywhere | Uncancelled CD confirm. 214D has better corner carry, 623C is harder to connect but gains more meter. Robert has to start at least mid screen to connect 646D. |
CD > 236A/236C | 120 | 160 | 0 | 20% | Non-Corner | A useful cancel that also confirms. This will lead into supers with meter as well. 236C connects at some distance without cancelling CD. |
CD, (run), 6B > 236A, 623C/214B | 225/213 | 290 | 0 | 40% | Near Corner | Corner CD confirm. CD is safe enough on it's own, so try to avoid cancelling into fireball near the corner so you can get this confirm. The range on 6B is large enough to where this can connect even if you're a bit of a distance from the corner. When cancelling 6B into 236, if you get 623 too often, input 236 as 2369 instead. 214B has further reach to connect at specific range. |
j.214B/D, 623A | 126 | 140 | 0 | 25% | Corner | If the j.214B/D hits very low, you can even get a 623C or 214D after. |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
(2B*3)/(cl.D > 6B) > 214BD, 6B > 646D/623C/214D | 223/315 | 175/230 | 0.5 | 30% | Anywhere | Robert's light and heavy confirms are the same midscreen. The meter build and corner carry is quite nice. You can cancel into 623C at the end instead for just 3 less damage and virtually the same oki and a little more meter build, but could save you on time, since the animation for 646B/D is so long. Also end with delay 214D for even better corner carry. |
cl.C/2C > 6A > j.214BD, run, 623C | 297 | 200 | 0.5 | 30% | Anywhere | 6A > j.214BD only works midscreen after a close C normal or one hit of cl.D. This combo is not as strong as the 214BD confirm, but will lead to stronger combos with more meter to work with. |
(2B*3)/(cl.D > 6B) > 214BD, 6B > 236A, 623C/214B | 250/344 | 235/295 | 0.5 | 35%/45% | Near Corner | Near corner confirm. Close to refunding the bar used. |
cl.D > 6A > j.214B/D, 214BD, 6B > 236A, 623C | 384 | 370 | 0.5 | 55% | Corner | Meter positive corner combo. |
CD, run, 6B > 214BD, 646D / run, 623C | 233/221 | 230 | 0.5 | 30% | Anywhere | Midscreen CD confirm, 43 extra damage doesn't worth the meter after CD scaling nerf. |
41236BD, 623A | 138 | 60 | 0.5 | 20% | Anywhere | Some extra damage after an EX command grab. |
j.214BD, 623C | 206 | 100 | 0.5 | 25% | Anywhere | The number of times you spend meter on j.214BD is rare, but if you do land one, you can always get a 623C after. Sometimes you can get a 6B in there too, but it's height dependent. |
2C anti-air / j.D > 646BD | 185 | 70 | 0.5 | 10% | Anywhere | If you're quick you can turn anti-air normals into extra damage. Could follow up with 623a in the corner. |
CD, run, 6B > 236A, 214BD, 646B / (623A, 623A) | 271/248 | 320 | 0.5 | 35%/49% | Near Corner | The same use case as 214B follow up. |
CD, 6B > 236A, cl.C > 646BD > 623A | 301 | 320 | 0.5 | 45% | Corner | Becomes the best CD corner combo route since CD scaling nerf. |
CD, j.214B, 214BD, 6B > 236A, 623C | 254 | 350 | 0.5 | 48% | Corner | Useless since CD scaling nerf. |
j.CD (Counter), 6B, cl.C > 646BD, 623A | 346 | 350 | 0.5 | 35% | Corner | Very easy to confirm, safe on normal hit or block, high damage. Could delay 6B to add 236A before cl.C (392 damage). |
236AC, 6B > 236A, 623C/214D | 285/289 | 100 | 0.5 | 30% | Corner | Could catch the opponent by surprise near the corner. |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
(2B*3)/(cl.D > 6B) > 214BD, run, CD > 646BD | 255/340 | 190/250 | 1 | 20% | Anywhere | You can use run cl.C / hop j.D instead of CD for a slightly easier combo for 3 less damage. Not worth the 0.5 meter for extra 30 damage. |
cl.D > 6B > 623A > 236214A | 339 | 160 | 1 | 30% | Anywhere | Simple super confirm. |
cl.C > 6B > 646D > 236214C | 386 | 160 | 1 | 30% | Anywhere | Deals more damage after the 646B/D scaling buff. |
cl.C > 6A > j.214BD, 6B > 214BD, 646B/D | 389 | 130 | 1 | 35% | Anywhere | Optimal heavy confirm. |
(2B*3)/(cl.D > 6B) > 214BD, 6B > 236A, cl.C > 646BD, 623A | 330/422 | 310 | 1 | 45% | Corner | |
cl.D > 6A > j.214B, 214BD > 6B > 236A, cl.C > 646BD, 623A | 464 | 400 | 1 | 60% | Corner | Optimal corner 1 bar combo. |
cl.D > 6A > j.214BD, 236A, 214BD, 6B > 236A, 623C | 457 | 400 | 1 | 55% | Corner | A little less damage & meter than above combo. |
cl.D > 6A > j.214BD, 6B > 623A, cl.C > 646BD, 623A | 453 | 400 | 1 | 55% | Corner | Almost same as above but more difficult (should go for 1.5 bar instead of super cancel). |
CD > 236A, 641236C | 237 | 160 | 1 | 20% | Non-Corner | CD confirm. Easy to hit confirm, but it doesn't worth the meter after CD scaling nerf. |
CD, run, 6B > 214BD, run, cl.C > 646BD | 289 | 200 | 1 | 25% | Anywhere | CD is inconsistent after a juggled 214BD, so cl.C will suffice. Follow by 623a in the corner for total 303 damage. |
CD, 6B > 236A, 214BD, 236A/623A, cl.C > 646BD, 623A | 355/348 | 380 | 1 | 49%/55% | Near Corner | In corner CD combos like this, against smaller characters, you'll have to omit the first 236A and cancel straight into the 214BD. (but it drops to 329 which almost the same as 0.5 bar combo) |
CD, j.214D, 214BD, 6B > 236A, cl.C > 646BD, 623A | 343 | 380 | 1 | 50% | Corner | Difficult combo to show your skill. |
CD, j.214BD, 6B > 623A, cl.C > 646BD, 623A | 349 | 380 | 1 | 50% | Corner | Difficult combo to show your skill. |
j.CD (Counter), 6B, 214BD, 236A, cl.C > 646BD, 623A | 429 | 350 | 1 | 40% | Corner | Safe on normal hit or block, high damage. 214BD could drop sometimes, could delay 6B to add 236A before 214BD (474 damage). |
236CD, 6B > 646B/D | 251 | 30 | 1 | 75% | Anywhere | Shatter Strike confirm. If the Shatter Strike hits airborne, use 623C instead for consistency. In general your Shatter Strike combos will match your uncancelled CD combos. |
236CD, 6B > 236A, 623C | 297 | 190 | 1 | 80% | Corner | Your corner Shatter Strike combos will match your CD corner combos. |
41236BD, 5A > 646BD > 623A | 209 | 60 | 1 | 20% | Corner | For some reason, 623A juggle only works after a 5A into 646BD, and not with 2A. |
(2B*3)/(cl.D > 6B) > 214BD, 6B > 646B/D > 236214C | 322/417 | 120/130 | 1.5 | 35% | Anywhere | 646B/D cancel window is improved. |
cl.C > 6A > j.214BD, 6B > 236A > 236214A/C | 447 | 190 | 1.5 | 20% | Anywhere | Previous max midscreen damage with 1.5 bar. |
cl.C > 6A > j.214BD, 646D > 236214C | 463 | 190 | 1.5 | 35% | Anywhere | Max midscreen damage with 1.5 bar, cl.C needs to be near to connect. |
2B*3 > 214BD, 6B > 236AC, 236A, cl.C > 646BD, 623A | 364 | 310 | 1.5 | 45% | Corner | Only extra 34 damage than the 1 meter combo. |
cl.C > 6A > j.214BD, 214BD, 6B > 236A, cl.C > 646BD, 623A | 488 | 380 | 1.5 | 55% | Near Corner | Need to delay 6B such that 236A doesn't whiff. |
cl.D > 6A > j.214BD, 236A, 214BD, 6B > 236A, cl.C > 646BD, 623A | 539 | 380 | 1.5 | 60% | Corner | bread and butter corner high damage combo. |
CD, run, 6B > 214BD, 646B/D > 236214C | 332 | 130 | 1.5 | 30% | Anywhere | Not worth the meter, 6B needs to connect near the opponent. |
CD, j.214BD, 236A, 214BD, 6B > 236A, cl.C > 646BD, 623A | 397 | 380 | 1.5 | 49% | Corner | This was the max damage from a corner CD (scaling nerf it from 469 to 397). The further back your opponent was from the corner when the CD hits, the higher you can do the j.214BD. You may need to do it higher for the extra horizontal range. These combos do not work after a Shatter Strike. |
CD, 6B > 236A, 214BD, 236AC, 236A, cl.C > 646BD, 623A | 371 | 380 | 1.5 | 50% | Corner | Alternate corner CD route which works from Shatter Strike as well. Remember to omit 236A on smaller characters. |
CD, 6B > 236A, cl.C > 646BD, 623A, 2363214C | 400 | 380 | 1.5 | 40% | Corner | The new corner CD 1.5 bar combo, only worth extra 1 bar if it kills. |
41236BD, 623A > 236214A/C | 258 | 60 | 1.5 | 20% | Anywhere | Overall the best combo after ex command grab. |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
(QM) 2B*3/(cl.D > 6B) > BC, cl.C > 6A > j.214BD, 6B > 236A > 236214A/C | 360/457 | 280/290 | 2 | 10% | Non-Corner | 1000 Max Guage combo. Best use of meter midscreen. |
(QM) 2B*3/(cl.D > 6B) > BC, cl.C > 6A > j.214BD, 214BD, 6B > 236A > 236214A/C | 381/480 | 280/290 | 2 | 10% | Anywhere | 1500 Max Guage combo. |
cl.C > 6A > j.214BD, 6B > 214BD, 646D > 236214C | 509 | 130 | 2 | 35% | Anywhere | Max mid screen 2 bar damage after the 646D scaling buff. |
2B*3 > 214BD, 6B > 236A, cl.C > 646BD, 623A > 236214A/C | 429 | 310 | 2 | 35% | Near Corner | Bread and butter corner combo from low attack. |
cl.D > 6A > j.214BD, 236A, 214BD, 6B > 236AC, 236A, cl.C > 646BD, 623A | 568 | 380 | 2 | 55% | Corner | Only 29 damage more than the 1.5 bar version. |
(QM) 2B*3 > BC, cl.D > 6A > j.214BD, 236A, 623A/C > 236214C | 374 | 310 | 2 | 10% | Corner | 1000 and 1250 Max Guage corner combo. Less damaging than the non-QM confirms. (429) |
(QM) 2B*3 > BC, cl.D > 6A > j.214BD, 236AC, 236A, 623A/C > 236214C | 411 | 310 | 2 | 10% | Corner | 1500 Max Guage corner combo. Less damaging than the non-QM confirms. (429) |
CD > 236A, 641236AC | 325 | 160 | 2 | 15% | Non-Corner | Weaker but safe CD confirm. Not worth the meter after CD scaling nerf. |
CD, 6B > 236A, 214BD, 236A, cl.C > 646BD, 623A > 236214A/C | 454 | 380 | 2 | 50% | Corner | Remember to omit 236A on smaller characters (damage reduce to 428), or change the first 236A to 236AC to get almost same damage (455). |
2B*3 > 214BD, 6B > 646B/D > 236214AC/641236AC | 390/381 | 120 | 2.5 | 35% | Anywhere | This combo is only marginally stronger than your 2 Bar combo with Quick Max, but much harder as the cancel from 646B/D must be done as late as possible, around the apex of your opponent's launch, or else the super will whiff. Overall not worth it but could be useful to know the cancel. |
cl.C > 6A > j.214BD, 6B > 236A > 236214AC | 551 | 190 | 2.5 | 25% | Non-Corner | Robert's only efficient use of 2.5 meter midscreen. Otherwise use your 2 meter combos by themselves or after a Shatter Strike cancel. |
2B*3 > 214BD, 6B > 236AC, 236A, cl.C > 646BD, 623A > 236214A/C | 463 | 310 | 2.5 | 40% | Corner | Only 34 more damage than 2 bar version. |
cl.D > 6A > j.214BD, 236A, 214BD, 6B > 236A, cl.C > 646BD, 623A > 236214A/C | 638 | 380 | 2.5 | 55% | Corner | Disproprotionally strong corner combo for the meter spent. |
CD, run, 6B > 214BD, 646D > 641236AC | 391 | 190 | 2.5 | 20% | Anywhere | Need to delay cancel 646D, not quite worth the meter. 6B needs to connect near the opponent. |
41236BD, 623A > 641236AC | 330 | 60 | 2.5 | 20% | Anywhere | More damage than 2363214AC (324). |
CD, j.214BD, 236A, 214BD, 6B > 236A, cl.C > 646BD, 623A > 236214A/C | 496 | 380 | 2.5 | 49% | Corner | Difficult to land but only 42 more damage than 2 bar version. |
CD, 6B > 236A, 214BD, 236AC, 236A, cl.C > 646BD, 623A > 236214A/C | 470 | 380 | 2.5 | 49% | Corner | Only 16 more damage than 2 bar version. |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
(QM) 2B*3/(cl.D > 6B) > BC, cl.C > 6A > j.214BD, 236A > 214236CD | 464/567 | 220/230 | 3 | 10% | Anywhere | 1000 Max confirm. Microdash 623A/C is technically possible instead of 6B after j.214BD, but the timing to both connect the 623A/C low enough and properly cancel into the Climax is not worth it for the extra damage. |
(QM) 2B*3/(cl.D > 6B) > BC, cl.C > 6B > 623A > 236214A/C > 214236CD | 522/624 | 250/260 | 3 | 10% | Anywhere | 1250 Max confirm. Using cl.C instead of cl.D after the Quick Max saves Max timer to fit the super and Climax. At 1500 Max Guage, use cl.D after the Quick Max instead. |
(QM) 2B*3 > BC, cl.C > 6A > j.214BD, 236A, 623C > 214236CD | 506 | 310 | 3 | 10% | Corner | 1000 corner Max confirm. |
2B*3 > 214BD, 6B > 236A, cl.C > 646BD, 623A > 236214AC | 497 | 310 | 3 | 45% | Corner | Only slightly weaker than the 1000 Max combo, but builds nearly half a bar. |
(QM) 2B*3 > BC, cl.D > 6A > j.214B/D, 623A/C > 236214A/C > 214236CD | 547 | 330 | 3 | 10% | Corner | 1500 Max confirm. At 1250, just use the midscreen confirm. |
cl.C > 6B > 646D > 236214C > 641236AC | 642 | 310 | 3 | 10% | Anywhere | more than QM combos, but 646D doesn't connect from cl.D start. If ends with climax is 594 damage. |
cl.D > 6A > j.214BD, 236A, 214BD, 6B > 236AC, 236A, cl.C > 646BD, 623A > 236214A/C | 667 | 380 | 3 | 55% | Corner | Adds on a 236AC to the 2.5 bar corner combo for 29 extra damage. |
CD, run, 6B > 236C/646D > 236214C > 641236AC | 454/490 | 190 | 3 | 20% | Anywhere | 646D only connects when Robert stands further than mid screen. |
(QM) CD, run, 6B > BC, 236C > 236214A > 214236CD | 482 | 190 | 3 | 20% | Anywhere | At least 1250 Max confirm. |
(QM) CD, 6B > BC, 236A, 623C > 236214A > 214236CD | 517 | 190 | 3 | 20% | Corner | At least 1250 Max confirm. |
CD, j.214BD, 236A, 214BD, 6B > 236AC, 236A, cl.C > 646BD, 623A > 236214A/C | 511 | 380 | 3 | 49% | Corner | Only 15 extra damage than 2.5 bar version. |
CD, 6B > 236A, 214BD, 236A, cl.C > 646BD, 623A > 236214AC | 522 | 380 | 3 | 49% | Corner | Skipping the first 236A will be 496 damage. |
cl.C > 6A > j.214BD, 6B > 236A/C > 236214A/C > 641236AC | 669 | 190 | 3.5 | 20% | Non-Corner | |
(QM) 2B*3 > 214BD, 6B > BC, 236A, 623A/C > 236214A/C > 214236CD | 547 | 240 | 3.5 | 20% | Corner | Just 25 more damage than the 3 bar version 1250 QM combo, but much better than non-QM combo (487 damage) |
(QM) cl.D > 6A > j.214BD, 6B > BC, 236A, 623C > 236214A/C > 214236CD | 708 | 250 | 3.5 | 15% | Corner | Delay the 236A slightly. You can whiff cancel a 2D to make the timing easier if that works for you. ?? |
CD, run, 6B > 214BD, 646D > 641236C > 236214AC | 490 | 190 | 3.5 | 30% | Anywhere | Only 8 extra damage for 0.5 bar. |
CD, 6B > 236A, cl.C > 646BD, 623A > 236214C > 641236AC | 558 | 380 | 3.5 | 40% | Near Corner | Best corner CD 3.5 bar combo. |
CD, j.214BD, 236A, 214BD, 6B > 236A, cl.C > 646BD, 623A > 236214AC | 564 | 380 | 3.5 | 49% | Corner | Very little damage increase but more likely to drop. |
CD, 6B > 236A, 214BD, 236AC, 236A, cl.C > 646BD, 623A > 236214AC | 538 | 380 | 3.5 | 49% | Corner | Not optimal combo. |
(QM) CD, 214BD, 6B > BC, 236A, 623C > 2363214C > 214236CD | 533 | 380 | 3.5 | 15% | Near Corner | Not optimal combo. |
41236BD, 623A > 236214A/C > 641236AC | 433 | 60 | 3.5 | 15% | Anywhere | Command grab combo. If ends with climax is only 386 damage. |
(QM) 41236BD, 2A > BC, 646BD, 623A > 214236CD | 443 | 90 | 3.5 | 5% | Corner | Only 10 more damage than the above. Letting Robert run for a little after the Quick Max is what allows the 623A to connect here. Input 623A as early as possible and hold the button to have more time to input the Climax. |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
(QM) 2B*3/(cl.D > 6B) > BC, cl.C > 623A > 641236AC > 214236CD | 596/723 | 220 | 4 | 10% | Anywhere | 1250 Max Guage combo. Leaving out the 6B after the Quick Max improves the scaling. Remember to use cl.D instead of cl.C at 1500 Guage. |
41236BD, 623A > 236214C > 214236CD | 493 | 60 | 4.5 | 15% | Anywhere | Max damage for command grab. |
(QM) cl.D > 6A > j.214BD, 236A, 214BD, 236AC, 6B > BC, 236A, 623A > 236214C > 214236CD | 783 | 310 | 4.5 | 25% | Corner | |
(RM) j.D, cl.D > 6A > j.214D, 623C, 236214C > 641236AC > 214236CD | 1003 | 310 | 4 | 45% | Corner | Raw max TOD combo. |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
(QM) cl.D > 6A > j.214BD, 236A, 214BD, 6B > BC, 236A, 623A > 641236AC > 214236CD | 815 | 310 | 5 | 25% | Corner | |
cl.D > 6A > j.214BD, 236A, 214BD, 6B > 236AC, 236A, cl.C > 646BD, 623A > 641236C > 641236AC | 825 | 310 | 5 | 35% | Corner | Robert's highest damage without raw max activation. A litter more than cl.D > 6A > j.214D, 623C > 641236AC > 214236CD (806). If begins with j.D, total damage is 861. |
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