★ 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%.
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[[File:Robert. | <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== | ||
'''Close''' | '''Close''' | ||
* cl. A/B/C/D are cancel-able. | * cl. A/B/C/D are cancel-able. | ||
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*Cancel-able | *Cancel-able | ||
*'''Combo Advice''':If you land his b+A you can use his Ryuuga afterward, Great Spirit Kick is good too, Reverse Dragon Fang DM is the best possible follow-up since it nets you the most damage, stand/crouch normals resets work as well. | *'''Combo Advice''':If you land his b+A you can use his Ryuuga afterward, Great Spirit Kick is good too, Reverse Dragon Fang DM is the best possible follow-up since it nets you the most damage, stand/crouch normals resets work as well. For big damage, you can cancel it into HSDM when you succeeded anti air with b+A. | ||
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'''Reverse Dragon Fang''' - (qcfx2+B/D) | '''Reverse Dragon Fang''' - (qcfx2+B/D) | ||
* Robert gets short full body invincibility before hitbox comes out. Making it an amazing reversal and anti air choice. | |||
*Robert does a quick backhand then does a quick Ryuuga uppercut, this DM is good but it sucks distance wise. To get the most out of it it's suggested to be used in the corner then combo'd. This DM can also be used to catch opponents that are juggled out of the air, an example is if you counter hit the opponent in the air this can connect but you have to use it as fast as possible as the timing is strict. | *Robert does a quick backhand then does a quick Ryuuga uppercut, this DM is good but it sucks distance wise. To get the most out of it it's suggested to be used in the corner then combo'd. This DM can also be used to catch opponents that are juggled out of the air, an example is if you counter hit the opponent in the air this can connect but you have to use it as fast as possible as the timing is strict. | ||
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'''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. | ||
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==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> | |||
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> | |||
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. | |||
===0 Stock=== | |||
== | ''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 == | ||
Robert | {{#ev:youtube|QxfGj2e9hUw|||'''로버트 플레이 모음(Robert Best Rounds) - Big Star(거성죠)'''|frame}} | ||
{{#ev:youtube|gofgBF1LKAg}} | {{#ev:youtube|q2JfLK-oN_8|||'''台灣-阿澤 (Robert Best Rounds)'''|frame}} | ||
{{#ev:youtube|gofgBF1LKAg|||'''Robert Master Class'''|frame}} | |||
==External Links== | |||
Check [https://docs.google.com/spreadsheets/d/1lzpQMoGAboJezLT9WRd3O-vlNDNRlgF_47ShtBGZ3G4/edit#gid=415065939 {{SUBPAGENAME}}'s frame data] | |||
Discuss at [https://discord.gg/8JNXHxf 02UM Discord server] | |||
Discuss at [http://dreamcancel.com/forum/index.php?topic=433.0 Dream Cancel] | |||
{{Navbox 2002UM}} | {{Navbox 2002UM}} | ||
[[Category:The King of Fighters 2k2UM]] | [[Category:The King of Fighters 2k2UM]] | ||
[[Category:Robert Garcia]] |
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 |
|