★ 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%.
-Happy New Year 2025!
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[[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== | ||
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Ryuko Ranbu: Absolute - [[image:qcf.gif]][[image:df.gif]][[image:qcb.gif]] + [[image:b.gif]][[image:d.gif]] | 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%" | |||
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== 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== | ||
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Combo= | Combo= | ||
★ '''cr.B, cr.B/cl.B dp+A/C''' | ★ '''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 | : 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= | 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 | 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:''' | :'''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, | ::<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> | </tabber> | ||
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★ '''cl.D(1), f+B, qcf,hcb+C''' | ★ '''cl.D(1), f+B, qcf,hcb+C''' | ||
: Jump-in friendly 1 bar bnb. | : 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 | * cl.D(1), hcf+D, qcfx2+K | ||
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* f+A, cr.B/cl.B, qcfx2+K | * f+A, cr.B/cl.B, qcfx2+K | ||
: cr.B/cl.B is a 1f link after f+A, not reliable. '''27/28%'''. | : cr.B/cl.B is a 1f link after f+A, not reliable unless meaty. '''27/28%'''. | ||
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* f+A, cr.B/cl.B, dp+C(1), (SC) qcf,hcb+C | * 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. Shortcut the SC as dp+C(1), (SC) hcb+C or f,qcf+C(1), (SC) qcb+C. '''41/42%'''. | : 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 | * cl.D(1), hcf+D, run, f+B, dp+C(1), (SC) qcfx2+K | ||
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''Anywhere'' | ''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 | * cl.D(1), f+B, BC run, cl.D(1), dp+C(1), (SC) qcf,hcb+AC |
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 |
|