★ cr.B, cr.B/cl.B dp+A/C
- Simple meterless bnb. Remove a cr.B to add a jump-in. Despite worse range and damage, it's best to default to dp+A for consistency if the opponent is crouching. More on that in specifics. 16/19%.
-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.
No edit summary |
|||
(10 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
[[File:02UM Robert Profile.png|right|thumb]] | <section begin="image"/>[[File:02UM Robert Profile.png|right|thumb]]<section end="image"/>[[File:02UM Robert 0.gif|right|x300px]] | ||
==Movelist== | ==Movelist== | ||
[[ | |||
'''Throws''' | |||
Kick of the Dragon - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]] | |||
Decapitating Drop - close, [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] | |||
'''Command Moves''' | |||
Dragon-felling Kick - [[image:fd.gif]] + [[image:a.gif]] | |||
Back Knuckle - [[image:bk.gif]] + [[image:a.gif]] | |||
Soaring Dragon Kick - [[image:fd.gif]] + [[image:b.gif]] | |||
'''Special Moves''' | |||
Dragon Blast Punch - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] | |||
Ryuga - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] | |||
Flying Dragon Kick - in air, [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] | |||
Great Spirit Kick - [[image:fd.gif]][[image:bk.gif]][[image:fd.gif]] + [[image:b.gif]] / [[image:d.gif]] | |||
Kyoku Gen Kick Dance - close, [[image:hcf.gif]] + [[image:b.gif]] / [[image:d.gif]] | |||
'''Desperation Moves''' | |||
Haoh Sho Koh Ken - [[image:fd.gif]][[image:hcf.gif]] + [[image:a.gif]] / [[image:c.gif]] | |||
Ryuko Ranbu - [[image:qcf.gif]][[image:df.gif]][[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] | |||
Reverse Dragon Fang - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] | |||
'''Super Desperation Move''' | |||
Ryuko Ranbu - [[image:qcf.gif]][[image:df.gif]][[image:qcb.gif]] + [[image:a.gif]][[image:c.gif]] | |||
'''Hidden Super Desperation Move''' | |||
Ryuko Ranbu: Absolute - [[image:qcf.gif]][[image:df.gif]][[image:qcb.gif]] + [[image:b.gif]][[image:d.gif]] | |||
{| border="1" align="center" style="font-size:90%" | |||
|+ | |||
== Quick Starter Combo Reference == | |||
'''[[The_King_of_Fighters_2002_UM/Controls|Notation]]''' | |||
|- | |||
| '''0 Bar''' | |||
| | |||
Anywhere, Low<br/> | |||
Very Close<br/> | |||
<br/> | |||
| | |||
(jump-in or cr.B), cr.B/cl.B, dp+A = 12/13%<br/> | |||
cl.D(1), f+B, dp+C = 22%<br/> | |||
cl.D(1), hcf+D, walk, f+B, dp+C = 22%<br/> | |||
|- | |||
| '''1 Bar''' | |||
| | |||
Low<br/> | |||
Anywhere<br/> | |||
| | |||
cr.B, cr.B/cl.B, qcfx2+K = 23/24%<br/> | |||
''• Note: Do it as cr.B, qcf, cr.B/cl.B, qcf+K.'' | |||
(jump-in), cl.D(1), f+B, qcf,hcb+C = 35%<br/> | |||
|- | |||
| '''2 Bar''' | |||
| | |||
Anywhere, Low<br/> | |||
| | |||
(jump-in or cr.B), cr.B/cl.B, dp+C(1), (SC) qcf,hcb+C = 38%<br/> | |||
''• Note: Do the SC as dp+C(1), (SC) hcb+C.'' | |||
|- | |||
| '''3 Bar''' | |||
| | |||
Very Close<br/> | |||
| | |||
cl.D(1), f+B, qcf,hcb+AC = 52%<br/> | |||
|- | |||
|} | |||
== Gameplay Overview == | |||
{{StrengthsAndWeaknesses | |||
| description = }} | |||
==Normals== | ==Normals== | ||
Line 140: | Line 230: | ||
'''Combo Advice''':j.CD (CH), b+A, (close) hcf+K, dp+C (SC), and late air qcb+K (CH) | '''Combo Advice''':j.CD (CH), b+A, (close) hcf+K, dp+C (SC), and late air qcb+K (CH) | ||
==Super Desperation | ==Super Desperation Move== | ||
'''Ryuuko Ranbu''' - qcf hcb+AC | '''Ryuuko Ranbu''' - qcf hcb+AC | ||
*Robert does a quick dash and if it connects he does a series of attacks that ends with an uppercut. A great SDM with many many convenient uses, whether it be from a command normal or from a super cancel this SDM is likely to link. The start-up is a tiny bit slower than the strong version but it doesn't cripple Robert's combo options at all. Works after either of his standing strong normals and his combo'd f+B command normal. | *Robert does a quick dash and if it connects he does a series of attacks that ends with an uppercut. A great SDM with many many convenient uses, whether it be from a command normal or from a super cancel this SDM is likely to link. The start-up is a tiny bit slower than the strong version but it doesn't cripple Robert's combo options at all. Works after either of his standing strong normals and his combo'd f+B command normal. | ||
'''Combo Advice''': Strong version combos from cl.C, cl.D, and cl.C~f+B | '''Combo Advice''': Strong version combos from cl.C, cl.D, and cl.C~f+B | ||
== | ==Hidden Super Desperation Move== | ||
'''Ryuko Ranbu: Absolute''' - qcf hcb+BD | '''Ryuko Ranbu: Absolute''' - qcf hcb+BD | ||
*Roberts charges up then does a quick dash to do a series of attacks that ends with an Tiger uppercut. A great HSDM but it doesn't really have any combo options. The start-up is a little long but it's guaranteed to work if it connects as it's unblockable and does a good amount of damage when linked. | *Roberts charges up then does a quick dash to do a series of attacks that ends with an Tiger uppercut. A great HSDM but it doesn't really have any combo options. The start-up is a little long but it's guaranteed to work if it connects as it's unblockable and does a good amount of damage when linked. | ||
Line 151: | Line 241: | ||
==Combos== | ==Combos== | ||
You can always add a jump-in unless mentioned otherwise. In which case, remove a cr.B if the combo starts with one.<br> | |||
*cr. | Always use hcf+'''D''' for the proximity unblockable to get the safe on block cl.D when it can't come out instead of the very unsafe f+B.<br> | ||
*cr. | If you're near point-blank, f+A whiffs '''midscreen''' on standing Bao, crouching Choi and '''in the corner''' on Bao, Choi, Shermie, standing(Kula, Vanessa , Hinako) and crouching Jhun. | ||
*hcf+K ( | |||
*( | ===0 Stock=== | ||
*(corner) cl. | |||
''Anywhere'' | |||
<tabber> | |||
Combo= | |||
★ '''cr.B, cr.B/cl.B dp+A/C''' | |||
: Simple meterless bnb. Remove a cr.B to add a jump-in. Despite worse range and damage, it's best to default to dp+A for consistency if the opponent is crouching. More on that in specifics. '''16/19%'''. | |||
|-| | |||
Specifics= | |||
dp+C would be a no-brainer if its 2nd hit didn't have a strong tendency to whiff on some crouchers. dp+C can fully connect on some characters if point blank and with precise timing but it's not reliable enough. Similarly the characters below in brackets have a range where dp+C won't fully connect but it's considered reliable enough to note them here. | |||
:'''The crouchers dp+C will reliably connect on are:''' | |||
::<pre>Chin, Choi, Leona, Athena, Kensou, Yamazaki, Billy, Kim, Terry, Kyo, Kyo-1, Kyo-2, Kusanagi, Nameless, Shingo, Ralf, Clark, Ryo, Robert, (Takuma), Mary, Lin, (Heidern), (King), (Kasumi), Xiangfei, Maxima, Daimon, Chang</pre> | |||
</tabber> | |||
* cl.D(1), f+B, dp+C | |||
: Point-blank conversion, best for punishes. Don't use cr.C. dp+C's 2nd hit whiffs on standing Bao and every character crouching except Kensou, Seth, Ramon, Maxima, Whip, Lin, Kim, Chang, Choi, Chin, Takuma, Heidern, Yamazaki, Mary, Billy, Hinako and Xiangfei. Cancel f+B into qcf+A on block. '''22%'''. | |||
★ '''cl.D(1), hcf+D, run, [(f+B, dp+C) or f,b,f+K]''' | |||
: Bnb best as a punish or after a deep jump-in. If you don't mind only getting one hit of dp+C you don't have to run but can just walk before doing f+B. You can omit cl.D or use cr.C instead of cl.D(1) for a faster and more damaging starter but less range than cl.D and worse on block. With both dp+C hits, '''28/31%'''. | |||
★ '''f+A, dp+A''' | |||
: Good overhead conversion. f+A needs to hit somewhat close but its good range and being safe on block makes this very practical. This works on crouching(Bao, Jhun) only in the corner. '''15%'''. | |||
''Corner'' | |||
* cl.D(1), hcf+D, delay f+B, f,b,f+K | |||
: More damaging hcf+D conversion when in the corner. '''35%'''. | |||
===1 Stock=== | |||
''Anywhere'' | |||
★ '''cr.Bx1~2, cr.B/cl.B, qcfx2+K''' | |||
: Decent 1 bar conversion with a lengthy confirm and decent oki. Stick to 2 cr.B's on crouching(Bao, Jhun). Do it as cr.Bx1~2, qcf, cr.B/cl.B, qcf+K. '''20~27%''' | |||
★ '''cl.D(1), f+B, qcf,hcb+C''' | |||
: Jump-in friendly 1 bar bnb. Use a deep jump-in on crouching(Chris, Mature, Vice, Jhun) and don't use one at all on crouching Bao. Cancel f+B into qcf+A on block. '''35%'''. | |||
* cl.D(1), hcf+D, qcfx2+K | |||
: Best as a punish or after a deep jump-in. Less damaging than the previous but safer on block. You can run into f+B before qcfx2+K for 4% more damage, without run in the corner. You can omit cl.D or use cr.C for a faster and more damaging starter but less range and worse on block. '''30%'''. | |||
''Corner'' | |||
* f+A, cr.B/cl.B, qcfx2+K | |||
: cr.B/cl.B is a 1f link after f+A, not reliable unless meaty. '''27/28%'''. | |||
===2 Stocks=== | |||
''Anywhere'' | |||
★ '''cr.B, cr.B/cl.B, dp+C(1), (SC) qcf,hcb+C''' | |||
: Reliable 2 bar conversion. Shortcut the SC as dp+C(1), (SC) hcb+C or f,qcf+C(1), (SC) qcb+C. '''37/38%'''. | |||
* cl.D(1), f+B, dp+C(1), (SC) qcf,hcb+C | |||
: Point-blank conversion, best for punishes. Using cr.C here makes the combo less consistent, avoid it. Shortcut the SC as dp+C(1), (SC) hcb+C or f,qcf+C(1), (SC) qcb+C. '''41%'''. | |||
* cl.D(1), f+B, BC run, cl.D(1), dp+C(1), (SC) qcf,hcb+C | |||
: Basic max conversion. Use cr.C instead of cl.D(1) for a faster and more damaging starter but less range. '''40%'''. | |||
''Corner'' | |||
* f+A, cr.B/cl.B, dp+C(1), (SC) qcf,hcb+C | |||
: cr.B/cl.B is a 1f link after f+A, not reliable unless meaty. Shortcut the SC as dp+C(1), (SC) hcb+C or f,qcf+C(1), (SC) qcb+C. '''41/42%'''. | |||
* cl.D(1), hcf+D, run, f+B, dp+C(1), (SC) qcfx2+K | |||
: Decent damage but somewhat tight to time if not in dead corner. If you omit cl.D(1) you can do this anywhere on screen. '''40%'''. | |||
===3 Stocks=== | |||
''Anywhere'' | |||
* cl.D(1), f+B, qcf,hcb+AC | |||
: Basic 3 bar conversion. Decent damage but you can't add a jump-in. '''52%'''. | |||
* cl.D(1), f+B, BC run, cl.D(1), dp+C(1), (SC) qcf,hcb+AC | |||
: Basic max conversion. Use cr.C instead of cl.D(1) for a faster and more damaging starter but less range. '''57%'''. | |||
''Corner'' | |||
* cl.D(1), hcf+D, delay b/f+B, BC, b+A, qcf,hcb+BD | |||
: Fancy HSDM conversion, about the only way to combo into it. '''67%'''. | |||
== Videos == | == Videos == |
Throws
Kick of the Dragon - close, / +
Decapitating Drop - close, / +
Command Moves
Special Moves
Flying Dragon Kick - in air, + /
Kyoku Gen Kick Dance - close, + /
Desperation Moves
Super Desperation Move
Hidden Super Desperation Move
0 Bar |
Anywhere, Low Very Close |
(jump-in or cr.B), cr.B/cl.B, dp+A = 12/13% cl.D(1), f+B, dp+C = 22% |
1 Bar |
Low
|
cr.B, cr.B/cl.B, qcfx2+K = 23/24% (jump-in), cl.D(1), f+B, qcf,hcb+C = 35% |
2 Bar |
Anywhere, Low |
(jump-in or cr.B), cr.B/cl.B, dp+C(1), (SC) qcf,hcb+C = 38% |
3 Bar |
Very Close |
cl.D(1), f+B, qcf,hcb+AC = 52% |
Close
Standing
Crouching
Jumping
Blowback Attack
Kick of the Dragon - (b/f+C)
Decapitating Drop - (b/f+D)
Dragon-felling Kick - (f+A)
Back Knuckle - (b+A)
Soaring Dragon Kick - (b/f+B)
Dragon Blast Punch - (qcf+A/C)
Ryuuga - (dp+A/C)
Super Cancel Advice: If you ever have the meter to super cancel the most reliable options you have are any version of Ryuuko Ranbu or his Reverse Dragon Fang DM.
Flying Dragon Kick - (in air, qcb+B/D)
Combo Advice: If you ever land a counter hit low to the ground, Reverse Dragon Fang DM can connect as well as his Ryuuga.
Great Spirit Kick - (f, b, f+B/D)
Combo Advice: If you even land his Kyokugen Kick Dance this is almost always the preferred combo ender.
Kyoku Gen Kick Dance - (hcf+B/D) close
Haoh Sho Koh Ken - (f, hcf+A/C)
Combo Advice: Use the A (light punch) version of it from his close D (1)...super canceling is a waste of time.
Ryuuko Ranbu - (qcf~hcb+A/C)
Combo Advice: Strong version combos from cl.C, cl.D, and cl.C~f+B
Reverse Dragon Fang - (qcfx2+B/D)
Combo Advice:j.CD (CH), b+A, (close) hcf+K, dp+C (SC), and late air qcb+K (CH)
Ryuuko Ranbu - qcf hcb+AC
Combo Advice: Strong version combos from cl.C, cl.D, and cl.C~f+B
Ryuko Ranbu: Absolute - qcf hcb+BD
You can always add a jump-in unless mentioned otherwise. In which case, remove a cr.B if the combo starts with one.
Always use hcf+D for the proximity unblockable to get the safe on block cl.D when it can't come out instead of the very unsafe f+B.
If you're near point-blank, f+A whiffs midscreen on standing Bao, crouching Choi and in the corner on Bao, Choi, Shermie, standing(Kula, Vanessa , Hinako) and crouching Jhun.
Anywhere
★ cr.B, cr.B/cl.B dp+A/C
dp+C would be a no-brainer if its 2nd hit didn't have a strong tendency to whiff on some crouchers. dp+C can fully connect on some characters if point blank and with precise timing but it's not reliable enough. Similarly the characters below in brackets have a range where dp+C won't fully connect but it's considered reliable enough to note them here.
Chin, Choi, Leona, Athena, Kensou, Yamazaki, Billy, Kim, Terry, Kyo, Kyo-1, Kyo-2, Kusanagi, Nameless, Shingo, Ralf, Clark, Ryo, Robert, (Takuma), Mary, Lin, (Heidern), (King), (Kasumi), Xiangfei, Maxima, Daimon, Chang
★ cl.D(1), hcf+D, run, [(f+B, dp+C) or f,b,f+K]
★ f+A, dp+A
Corner
Anywhere
★ cr.Bx1~2, cr.B/cl.B, qcfx2+K
★ cl.D(1), f+B, qcf,hcb+C
Corner
Anywhere
★ cr.B, cr.B/cl.B, dp+C(1), (SC) qcf,hcb+C
Corner
Anywhere
Corner
Check Robert Garcia's frame data
Discuss at 02UM Discord server
Discuss at Dream Cancel
The King of Fighters 2002 Unlimited Match | |
System |
FAQ • Controls • Movement • Offense • Defense • Gauges • Advanced Strategy • Miscellaneous |
Characters |
|
Bosses |
|