Robert is the only son of Albert Garcia, a wealthy Italian businessman and friend of Takuma Sakazaki. Robert had a care free childhood and often observed Ryo's training under Takuma with curiosity. One day Robert decided to join Takuma's dojo, which Takuma agreed to. Robert excelled at his training, which convinced Takuma to try and push Ryo harder as Ryo fell behind. When Takuma dissapeared on Ryo's 10th birthday, Robert was forced to head home to continue his family business, but vowed to return to see Ryo once again. Robert returned years later in time to help Ryo save Yuri when she was kidnapped, and is now invited to the King of Fighters tournament.
Robert is the only son of Albert Garcia, a wealthy Italian businessman and friend of Takuma Sakazaki. Robert had a care free childhood and often observed Ryo's training under Takuma with curiosity. One day Robert decided to join Takuma's dojo, which Takuma agreed to. Robert excelled at his training, which convinced Takuma to try and push Ryo harder as Ryo fell behind. When Takuma dissapeared on Ryo's 10th birthday, Robert was forced to head home to continue his family business, but vowed to return to see Ryo once again. Robert returned years later in time to help Ryo save Yuri when she was kidnapped, and is now invited to the King of Fighters tournament.
==Introduction==
Robert has all the fundamentals of Ryo with some extra jank that only goes in his favor. This makes Robert one of the strongest characters in the game.
{{ProConTable
|pros=
* Has an infinite off Slide Tackle, giving him unparalleled reward off random low pokes in neutral
* Best punish game of the cast due to his infinite, which starts off a fast, long-ranged advancing option
* Has an unblockable with jLK which you can set up off throw or corner knockdowns
* Has basically every tool you could want
* Great normals with lots of range and utility, including the best anti-air in the game with fHK and an excellent sweep
* Gen-Ei Kyaku is a powerful option on defense, for punishes, and in neutral
* Hien Ryuujin Kyaku makes him obnoxious to anti-air
|cons=
* Ryuu-Geki Ken is maybe the worst fireball in the game
}}
===Colors===
[[image:AOF2_Robert_Colors.png]]
==Movelist==
'''Special Moves'''
Slide Tackle - [[image:b.gif]] while dashing, or [[image:qcb.gif]] + [[image:b.gif]] during Slide Tackle - 0% Spirit
Ryuu-Geki Ken - [[image:qcf.gif]] + [[image:a.gif]] - 20% Spirit
| description = Fast, plus on block, comically disjointed, and decently big jab. Links into itself anywhere but max range and Gen-Ei Kyaku at anywhere at all. Good thing to just kinda do.
}}
====5LK====
{{FrameDataCargo-AOF2
| moveId = robert_5lk
| description = Hits pretty high up above Robert, and can be used as an anti-air in a pinch. Robert has better anti-air options, though.
}}
====cl.HP====
{{FrameDataCargo-AOF2
| moveId = robert_clhp
| description = Fast, damaging punish starter. Not much other utility.
}}
====f.HP====
{{FrameDataCargo-AOF2
| moveId = robert_fhp
| description = Big disjointed mid poke that hits pretty hard.
}}
====cl.HK====
{{FrameDataCargo-AOF2
| moveId = robert_clhk
| description = Bizarrely bad normal. Does the same damage as a lot of lights, has too much pushback to combo into specials even at point-blank, and is awful on hit/block. At the angles where it'd hit as an anti-air, Robert has more rewarding options. Avoid.
Humorously, this move is virtually identical to Ryo's similarly awful cl.HK, except Robert's has six extra recovery frames for some reason. This is perhaps the only advantage Ryo has over Robert.
}}
====f.HK====
{{FrameDataCargo-AOF2
| moveId = robert_fhk
| description = Great anti-air. Blows through just about every jump-in, long-ranged, chunks the opponent's health on hit, and recovers fast enough to dash up and start pressure.
}}
===Crouching Normals===
====2LP====
{{FrameDataCargo-AOF2
| moveId = robert_2lp
| description = Identical frame data to 5LP, and retains the great hitbox and links into Gen-Ei Kyaku, but this one's a low. Another great button.
}}
====2LK====
{{FrameDataCargo-AOF2
| moveId = robert_2lk
| description = A little more range than 2LP and a low profile, but minus on hit and uncancellable. Low-reward, but strong neutral check.
}}
====2HP====
{{FrameDataCargo-AOF2
| moveId = robert_2hp
| description = Good clutch anti-air at angles where fHK or Gen-Ei Kyaku won't work. Pretty whatever damage, though.
}}
====2HK====
{{FrameDataCargo-AOF2
| moveId = robert_2hk
| description = Insanely fast for a sweep, and surpisingly large for one as well. Despite the minus frames, the pushback makes this deceptively hard to punish. The knockdown is also plus enough for you to get a meaty jump-in, letting you set up the unblockable. Useful as a check.
}}
===Jumping Normals===
====j.LP====
{{FrameDataCargo-AOF2
| moveId = robert_jlp
| description = Tied with j.HP for Robert's fastest air normal. Useful if you need to air-to-air on reaction in a pinch.
}}
====j.LK====
{{FrameDataCargo-AOF2
| moveId = robert_jlk
| description = Big fast flying kick. Good air-to-air and jump-in.
It's possible to set up an unblockable crossup with this move by hitting it at just the right angle. In addition, jLK also becomes unblockable if you hit an opponent with it as a meaty as low to the ground as possible. Robert can set both of these situations up off sweeps, unteched throws, and reversal Gen-Ei Kyakus, giving Robert powerful oki off common hits.
}}
====j.HP====
{{FrameDataCargo-AOF2
| moveId = robert_jhp
| description = Slightly faster than jLK, but jLK is larger, a crossup, and marginally more active. Not much use over jLK.
}}
====j.HK====
{{FrameDataCargo-AOF2
| moveId = robert_jhk
| description = 1 frame slower and 1 frame less active than jLK, but much more damaging. Preferred as an air control and jump-in option if you have the time to hold the button for it.
}}
==System Mechanics==
===Uppercut===
{{FrameDataCargo-AOF2
| moveId = robert_uppercut
| description = Very similar anti-air to 2HP, except it knocks down instead of causing an air reset.
}}
===Low Attack===
{{FrameDataCargo-AOF2
| moveId = robert_lowattack
| description = Shorter than sweep, but safer on block. Similarly useful.
}}
===Throw===
{{FrameDataCargo-AOF2
| moveId = robert_throw
| description = Premium quality throw. If you are grabbed by Robert and don't tech, you may go get a snack as Robert performs a potentially-unblockable four-way mixup with jLK into Kyokugenryu Renbu Ken, which is a guaranteed touch of stun after throw, even if you block the last two hits of Renbu Ken. For some reason, it'll just stun you through your guard somehow. Robert's infinite also ensures that, no matter how healthy you were before, he will kill you off this stun. Don't get grabbed!
}}
===Taunt===
{{FrameDataCargo-AOF2
| moveId = robert_taunt
| description = Identical frame data and Spirit drain to Ryo's taunt. Useful as a neutral tool due to the Spirit drain.
}}
==Special Moves==
==Special Moves==
'''Ryugeki-ken''' - qcf + A (236 + A) [20% spirit meter]
===Slide Tackle===
* Robert shoots a blast of ki energy from his palm
{{FrameDataCargo-AOF2
* This attack is similar to Ryo's fireball
| moveId = robert_66b
* With red spirit bar, this move will have very short range
| description = Costs 0% Spirit. First Slide Tackle must be performed out of a dash.
Bonkers move. On its own, it's a strong special-cancellable low poke off dash. What really pushes this move over the edge, though, is that it can be cancelled into itself by inputting 214B on hit/block. If you keep cancelling Slide Tackle into itself quickly enough, this becomes an infinite on hit and an infinite blockstring on block, giving Robert an immensely threatening ground presence.
In addition, if you do it fast enough, Robert will actually get closer to the opponent with each consecutive Slide Tackle, allowing you to worm your way into throw range on block; since Slide Tackle is 0 on block at worst, this creates powerful tick throws. This can be complemented by intentionally delaying cancels into Slide Tackle to create frametraps.
}}
===Ryuu-Geki Ken===
{{FrameDataCargo-AOF2
| moveId = robert_236a
| description = Costs 20% Spirit.
Pretty whatever fireball. Its frame data is pretty bad, make it not useful in close- or mid-range like shoto fireballs traditionally are. Still comes in handy as a far-range harassment tool, however, especially with Robert's good assortment of anti-airs.
At low Spirit, the fireball will dissipate instantly without travelling anywhere, and will do 8 damage. This is, of course, terrible, and you should not attempt this special at low Spirit.
}}
===Ryuuga===
{{FrameDataCargo-AOF2
| moveId = robert_623a
| description = Costs 20% Spirit.
Anti-air special. Has great vertical range, but virtually no horizontal range. Not actually invincible, surprisingly.
At low Spirit, this move is replaced with Robert's Uppercut. This Uppercut is still special cancellable, including into itself; however, since Uppercut knocks down, Robert cannot cancel it into itself multiple times in a row for a stun setup like other characters.
}}
===Kyokugenryu Renbu Ken===
{{FrameDataCargo-AOF2
| moveId = robert_214a
| description = Consumes 20% Spirit on use if available, but is unchanged at low Spirit.
Not a very helpful tool. The second hit doesn't combo properly into the third, and the third hit's pushback will sometimes make the fourth whiff. On block or whiff (and functionally on hit as well, since hitting the first half of the move means an aware opponent will block the second half), you'll eat a pretty nasty punish. Gen-Ei Kyaku has more range and damage as a combo ender as well. Robert does have a use for this move in the touch of stun setups detailed in the info box for his throw. Outside of that situation, this move has little to offer outside a combo ender for if you don't have the Spirit to use Gen-Ei Kyaku and really need that extra 20 damage.
}}
===Hien Shippu Kyaku===
{{FrameDataCargo-AOF2
| moveId = robert_16b
| description = Costs 25% Spirit.
Very bad move. High startup, awful on block, and nothing combos into it. No point in using this as a neutral tool, as if you wanted to cover the ground, you have a great dash and Slide Tackle.
'''Ryuuga''' - dp + A (623 + A) [20% spirit meter]
At low Spirit, the travel speed during the active frames is cut in half, leading to the move only travelling 3/4 of the screen. In addition, the first hit does 16 damage, and the second hit won't come out at all. This is completely useless.
* Robert performs an anti-air uppercut
}}
* This move has two different hits
* Both hits must hit a grounded opponent to knock down
* This move has relatively short range
* This move will not come out with red spirit bar
'''HienRyuuJinKyaku''' - (jump) qcb + B (j. + 213 + B) [25% spirit meter]
===Hien Ryuujin Kyaku===
* From the air, Robert performs a diagonal down-forward kick
{{FrameDataCargo-AOF2
| moveId = robert_j214b
| description = Costs 25% Spirit.
'''Kyokugenryuu Renbuken''' - qcb + A (213 + A) [20% spirit meter]
Useful air option that's decently rewarding and difficult to whiff punish. The delay before Robert's descent means that he can use this to dodge anti-airs and punish, and he can also do it after back and neutral jumps to mix up where he'll land. In addition, since lows in this game are a hitbox check and not a property, if you angle this move so that it hits the opponent's feet, it can hit low! All in all, a handy tool.
* Robert unleashes 4 quick punches, 2 at a time
* This attack will not change depending on the spirit bar but will still drain it nonetheless
'''Hienshippu-Kyaku''' - db, f + A ([1]6 + A) [25% spirit meter]
At low Spirit, this move is replaced with Robert's jHK. This is hypothetically a bit useful, as it lets you execute jHK quicker than otherwise possible since you don't have to hold the button as long. That's not that big a deal, though.
* Robert launches himself forward to deliver a kick attack
}}
* If successful, he will hit twice, unless he has red spirit bar, where he'll hit only once and also launch at a slower speed
'''Genei-kyaku''' - f, b, f + B (646 + B) [40% spirit meter]
===Gen-Ei Kyaku===
* Robert stands still and attacks with multiple kicks
{{FrameDataCargo-AOF2
* Can be used as an anti-air against farther opponents and on wakeup to stop pressure
| moveId = robert_646b
* If all kicks whiff, there is no recovery, but if one kick hits a blocking opponent, Robert will have a long recovery where he can be punished with a combo
| description = Costs 40% Spirit.
* This move will not come out with red spirit bar
'''Dash Slide Kick''' (665 + B) then qcb + B (213 + B)
An amazing move for every aspect of Robert's gameplan. Due to its instant startup, hitgrab property that lets it win trades, and big, disjointed hitbox, this move makes for a powerful and rewarding abare tool. These same properties also make it very useful in combos, with it linking out of lights and comboing naturally out of clHP. Its massive disjoint and high active frames make it a powerful anti-air at a lot of ranges as well, and it'll beat buttons on the ground at some spacings.
* After dashing, Robert can press B to perform a sliding kick
* This kick can be repeatedly done a theoretical infinite number of times by performing the motion above after the first kick
What makes this move really stand out is that it's very frustrating to whiff punish. You can't punish with fireballs, since it destroys non-super projectiles. You can't punish with sweep, since it hits crouchers and outranges sweeps. You often can't punish with a jump-in, since this move's generous hitbox means it'll often beat air attacks clean. You can't wait for it to recover, since it has no recovery. As long as they don't block it, you've got an excellent low-risk neutral option. Mind the Spirit cost, however.
* The time to cancel the kicks to make it a combo is very small but even if you allow the opponent to block, this move can become an infinite block string
* If you mess up the motion, however, you may whiff an attack like standing light kick, leaving you open for a punish by the opponent
At low Spirit, this move is replaced with Robert's 5LK. This doesn't really do anything for him.
}}
==Super Move==
==Super Move==
'''Haohshokoken''' - f, hcf + A (641236 + A) [75% spirit meter]
===Haoh Shoukou Ken===
* Robert creates a wall of ki energy to attack opponent
{{FrameDataCargo-AOF2
* Has slow startup compared to other super moves
| moveId = robert_641236A
* Can be dodged with a well timed jump or wall jump
| description = Costs 75% Spirit. Can only be executed with sufficient Spirit.
==Hidden Super Move/Desperation Move==
Too much startup and Spirit cost to be useful in virtually any situation. Not nearly as tall as it looks, either; every character can jump over it just fine. Does a sizable 18 damage on block and travels fast, so it can be useful for chip kills vs a low-health opponent you just knocked down.
'''RyuukoRanbu''' - qcf, hcb + C (2363214 + C) [75% spirit meter]
}}
* Robert rushes towards the opponent to deliver an unlockable barrage attack
* Does massive damage and can be safely performed on knocked down opponents
* Move can only be performed when health is low enough (Robert's stance will change as a sign)
==Strengths And Weaknesses==
Robert has all the fundamentals of Ryo with some extra jank that only goes in his favor. This makes Robert one of the strongest characters in the game.
Strengths: Robert has great normals. His 5HK is a great anti air button with the right spacing in particular. He has all the same tools as Ryo, and even an air dive attack to mix up your opponent's anti-air timing, which is also better than Ryo's air fireball in some cases as fireballs can be destroyed with a well timed attack. His slide kick infinite is hard but can be extremally rewarding if done correctly. Robert's hitboxes are large as well, giving him extra reach compared to other characters like Ryo.
==Desperation Move==
===Ryuko Ranbu===
{{FrameDataCargo-AOF2
| moveId = robert_2363214c
| description = Costs 75% Spirit. Can only be executed with sufficient Spirit and at 25% health or below.
Weaknesses: Robert still has trouble against certain characters. His fireball is slower than other characters and his specials can be unsafe. Like Ryo, Robert is a very fundamentals based character, even with his slide kick, and other characters with different gimmicks can make things difficult for him.
Big, damaging unblockable. Not very difficult to set up as a meaty; you can get it off 2HK, Uppercut, Low Attack, Ryuuga, throw, and air resets with anti-air normals cancelled into it. Against opponents without good reversal options, this can provide a devastating checkmate option.
Robert is the only son of Albert Garcia, a wealthy Italian businessman and friend of Takuma Sakazaki. Robert had a care free childhood and often observed Ryo's training under Takuma with curiosity. One day Robert decided to join Takuma's dojo, which Takuma agreed to. Robert excelled at his training, which convinced Takuma to try and push Ryo harder as Ryo fell behind. When Takuma dissapeared on Ryo's 10th birthday, Robert was forced to head home to continue his family business, but vowed to return to see Ryo once again. Robert returned years later in time to help Ryo save Yuri when she was kidnapped, and is now invited to the King of Fighters tournament.
Introduction
Robert has all the fundamentals of Ryo with some extra jank that only goes in his favor. This makes Robert one of the strongest characters in the game.
Strengths
Weaknesses
Has an infinite off Slide Tackle, giving him unparalleled reward off random low pokes in neutral
Best punish game of the cast due to his infinite, which starts off a fast, long-ranged advancing option
Has an unblockable with jLK which you can set up off throw or corner knockdowns
Has basically every tool you could want
Great normals with lots of range and utility, including the best anti-air in the game with fHK and an excellent sweep
Gen-Ei Kyaku is a powerful option on defense, for punishes, and in neutral
Hien Ryuujin Kyaku makes him obnoxious to anti-air
Ryuu-Geki Ken is maybe the worst fireball in the game
Colors
Movelist
Special Moves
Slide Tackle - while dashing, or + during Slide Tackle - 0% Spirit
Ryuu-Geki Ken - + - 20% Spirit
Ryuuga - + - 20% Spirit
Kyokugenryu Renbu Ken - + - 20% Spirit
Hien Shippu Kyaku - + - 25% Spirit
Hien Ryuujin Kyaku - + in air - 25% Spirit
Gen-Ei Kyaku - + - 40% Spirit
Super Move
Haoh Shoukou Ken - + - 75% Spirit
Desperation Move
Ryuko Ranbu - + - 75% Spirit
Normals
Standing Normals
5LP
Stand LP
5A
5A
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
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 cancelable. If not, 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.
6
Mid
No
3
4
2
+5
+7
-
Fast, plus on block, comically disjointed, and decently big jab. Links into itself anywhere but max range and Gen-Ei Kyaku at anywhere at all. Good thing to just kinda do.
5LK
Stand LK
5B
5B
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
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 cancelable. If not, 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.
10
Mid
Yes
5
8
9
-2
0
-
Hits pretty high up above Robert, and can be used as an anti-air in a pinch. Robert has better anti-air options, though.
cl.HP
Close HP
5[A]
5[A]
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
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 cancelable. If not, 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.
16
Mid
Yes
4
9
7
+8
+4
-
Fast, damaging punish starter. Not much other utility.
f.HP
Far HP
5[A]
5[A]
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
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 cancelable. If not, 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.
16
Mid
Yes
5
6
17
-2
-6
-
Big disjointed mid poke that hits pretty hard.
cl.HK
Close HK
5[B]
5[B]
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
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 cancelable. If not, 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.
10
Mid
Yes
7
8
27
-20
-24
-
Bizarrely bad normal. Does the same damage as a lot of lights, has too much pushback to combo into specials even at point-blank, and is awful on hit/block. At the angles where it'd hit as an anti-air, Robert has more rewarding options. Avoid.
Humorously, this move is virtually identical to Ryo's similarly awful cl.HK, except Robert's has six extra recovery frames for some reason. This is perhaps the only advantage Ryo has over Robert.
f.HK
Far HK
5[B]
5[B]
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
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 cancelable. If not, 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.
22
Mid
Yes
6
8
21
-6
-10
-
Great anti-air. Blows through just about every jump-in, long-ranged, chunks the opponent's health on hit, and recovers fast enough to dash up and start pressure.
Crouching Normals
2LP
Crouch LP
2A
2A
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
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 cancelable. If not, 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.
6
Low
No
3
4
2
+5
+7
-
Identical frame data to 5LP, and retains the great hitbox and links into Gen-Ei Kyaku, but this one's a low. Another great button.
2LK
Crouch LK
2B
2B
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
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 cancelable. If not, 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.
8
Low
No
3
6
5
-2
0
-
A little more range than 2LP and a low profile, but minus on hit and uncancellable. Low-reward, but strong neutral check.
2HP
Crouch HP
2[A]
2[A]
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
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 cancelable. If not, 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.
-
Low
Yes
5
12
11
-13
-17
-
Good clutch anti-air at angles where fHK or Gen-Ei Kyaku won't work. Pretty whatever damage, though.
2HK
Crouch HK
2[B]
2[B]
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
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 cancelable. If not, 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.
16
Low
Yes
5
6
25
+35 (KD)
-14
-
Insanely fast for a sweep, and surpisingly large for one as well. Despite the minus frames, the pushback makes this deceptively hard to punish. The knockdown is also plus enough for you to get a meaty jump-in, letting you set up the unblockable. Useful as a check.
Jumping Normals
j.LP
Jump LP
j.A
j.A
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
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 cancelable. If not, 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.
6
High
No
3
14
7 on ground
N/A
N/A
-
Tied with j.HP for Robert's fastest air normal. Useful if you need to air-to-air on reaction in a pinch.
j.LK
Jump LK
j.B
j.B
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
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 cancelable. If not, 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.
10
High
No
5
13
7 on ground
N/A
N/A
-
Big fast flying kick. Good air-to-air and jump-in.
It's possible to set up an unblockable crossup with this move by hitting it at just the right angle. In addition, jLK also becomes unblockable if you hit an opponent with it as a meaty as low to the ground as possible. Robert can set both of these situations up off sweeps, unteched throws, and reversal Gen-Ei Kyakus, giving Robert powerful oki off common hits.
j.HP
Jump HP
j.[A]
j.[A]
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
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 cancelable. If not, 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.
10
High
No
3
12
7 on ground
N/A
N/A
-
Slightly faster than jLK, but jLK is larger, a crossup, and marginally more active. Not much use over jLK.
j.HK
Jump HK
j.HK
j.HK
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
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 cancelable. If not, 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.
19
High
No
6
12
7 on ground
N/A
N/A
-
1 frame slower and 1 frame less active than jLK, but much more damaging. Preferred as an air control and jump-in option if you have the time to hold the button for it.
System Mechanics
Uppercut
Uppercut
AC
AC
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
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 cancelable. If not, 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.
10
Mid
Yes
4
12
11
+89 (KD)
-9
-
Very similar anti-air to 2HP, except it knocks down instead of causing an air reset.
Low Attack
Low Attack
BC
BC
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
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 cancelable. If not, 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.
10
Low
Yes
7
8
24
+36 (KD)
-10
-
Shorter than sweep, but safer on block. Similarly useful.
Throw
Throw
6/4 C
6/4 C
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
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 cancelable. If not, 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.
30
Throw
No
1
1
0
+64 (KD)
N/A
-
Premium quality throw. If you are grabbed by Robert and don't tech, you may go get a snack as Robert performs a potentially-unblockable four-way mixup with jLK into Kyokugenryu Renbu Ken, which is a guaranteed touch of stun after throw, even if you block the last two hits of Renbu Ken. For some reason, it'll just stun you through your guard somehow. Robert's infinite also ensures that, no matter how healthy you were before, he will kill you off this stun. Don't get grabbed!
Taunt
Taunt
D
D
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
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 cancelable. If not, 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.
-
N/A
No
1
0
49
N/A
N/A
-
Identical frame data and Spirit drain to Ryo's taunt. Useful as a neutral tool due to the Spirit drain.
Special Moves
Slide Tackle
Slide Tackle
66B or Slide Tackle > 214B
66B or Slide Tackle > 214B
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
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 cancelable. If not, 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.
10
Low
Yes
3
8
9
-2
0
-
Costs 0% Spirit. First Slide Tackle must be performed out of a dash.
Bonkers move. On its own, it's a strong special-cancellable low poke off dash. What really pushes this move over the edge, though, is that it can be cancelled into itself by inputting 214B on hit/block. If you keep cancelling Slide Tackle into itself quickly enough, this becomes an infinite on hit and an infinite blockstring on block, giving Robert an immensely threatening ground presence.
In addition, if you do it fast enough, Robert will actually get closer to the opponent with each consecutive Slide Tackle, allowing you to worm your way into throw range on block; since Slide Tackle is 0 on block at worst, this creates powerful tick throws. This can be complemented by intentionally delaying cancels into Slide Tackle to create frametraps.
Ryuu-Geki Ken
Ryuu-Geki Ken
236A
236A
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
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 cancelable. If not, 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.
29
Mid
No
29
Projectile
35
-9
-13
-
Costs 20% Spirit.
Pretty whatever fireball. Its frame data is pretty bad, make it not useful in close- or mid-range like shoto fireballs traditionally are. Still comes in handy as a far-range harassment tool, however, especially with Robert's good assortment of anti-airs.
At low Spirit, the fireball will dissipate instantly without travelling anywhere, and will do 8 damage. This is, of course, terrible, and you should not attempt this special at low Spirit.
Ryuuga
Ryuuga
623A
623A
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
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 cancelable. If not, 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.
13,13
Mid
No
5
14
40
+52 (KD)
-46
-
Costs 20% Spirit.
Anti-air special. Has great vertical range, but virtually no horizontal range. Not actually invincible, surprisingly.
At low Spirit, this move is replaced with Robert's Uppercut. This Uppercut is still special cancellable, including into itself; however, since Uppercut knocks down, Robert cannot cancel it into itself multiple times in a row for a stun setup like other characters.
Kyokugenryu Renbu Ken
Kyokugenryu Renbu Ken
214A
214A
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
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 cancelable. If not, 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.
10,10,10,10
Mid
No
3
4(6)6(19)4(5)11
11
-5
-11
-
Consumes 20% Spirit on use if available, but is unchanged at low Spirit.
Not a very helpful tool. The second hit doesn't combo properly into the third, and the third hit's pushback will sometimes make the fourth whiff. On block or whiff (and functionally on hit as well, since hitting the first half of the move means an aware opponent will block the second half), you'll eat a pretty nasty punish. Gen-Ei Kyaku has more range and damage as a combo ender as well. Robert does have a use for this move in the touch of stun setups detailed in the info box for his throw. Outside of that situation, this move has little to offer outside a combo ender for if you don't have the Spirit to use Gen-Ei Kyaku and really need that extra 20 damage.
Hien Shippu Kyaku
Hien Shippu Kyaku
16B
16B
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
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 cancelable. If not, 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.
14,14
Mid
No
19
21
60 hit/block, 30 whiff
+49 (KD)
-49
-
Costs 25% Spirit.
Very bad move. High startup, awful on block, and nothing combos into it. No point in using this as a neutral tool, as if you wanted to cover the ground, you have a great dash and Slide Tackle.
At low Spirit, the travel speed during the active frames is cut in half, leading to the move only travelling 3/4 of the screen. In addition, the first hit does 16 damage, and the second hit won't come out at all. This is completely useless.
Hien Ryuujin Kyaku
Hien Ryuujin Kyaku
j.214B
j.214B
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
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 cancelable. If not, 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.
29
Mid
No
17
until landing
variable hit/block, 11 whiff
N/A
N/A
-
Costs 25% Spirit.
Useful air option that's decently rewarding and difficult to whiff punish. The delay before Robert's descent means that he can use this to dodge anti-airs and punish, and he can also do it after back and neutral jumps to mix up where he'll land. In addition, since lows in this game are a hitbox check and not a property, if you angle this move so that it hits the opponent's feet, it can hit low! All in all, a handy tool.
At low Spirit, this move is replaced with Robert's jHK. This is hypothetically a bit useful, as it lets you execute jHK quicker than otherwise possible since you don't have to hold the button as long. That's not that big a deal, though.
Gen-Ei Kyaku
Gen-Ei Kyaku
646B
646B
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
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 cancelable. If not, 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.
32
Mid
No
1
77
80 hit/block, 0 whiff
+38 (KD)
-52
-
Costs 40% Spirit.
An amazing move for every aspect of Robert's gameplan. Due to its instant startup, hitgrab property that lets it win trades, and big, disjointed hitbox, this move makes for a powerful and rewarding abare tool. These same properties also make it very useful in combos, with it linking out of lights and comboing naturally out of clHP. Its massive disjoint and high active frames make it a powerful anti-air at a lot of ranges as well, and it'll beat buttons on the ground at some spacings.
What makes this move really stand out is that it's very frustrating to whiff punish. You can't punish with fireballs, since it destroys non-super projectiles. You can't punish with sweep, since it hits crouchers and outranges sweeps. You often can't punish with a jump-in, since this move's generous hitbox means it'll often beat air attacks clean. You can't wait for it to recover, since it has no recovery. As long as they don't block it, you've got an excellent low-risk neutral option. Mind the Spirit cost, however.
At low Spirit, this move is replaced with Robert's 5LK. This doesn't really do anything for him.
Super Move
Haoh Shoukou Ken
Haoh Shoukou Ken
641236A
641236A
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
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 cancelable. If not, 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.
54
Mid
No
48
Projectile
45
+77 (KD)
-21
-
Costs 75% Spirit. Can only be executed with sufficient Spirit.
Too much startup and Spirit cost to be useful in virtually any situation. Not nearly as tall as it looks, either; every character can jump over it just fine. Does a sizable 18 damage on block and travels fast, so it can be useful for chip kills vs a low-health opponent you just knocked down.
Desperation Move
Ryuko Ranbu
Ryuko Ranbu
2363214C
2363214C
Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. Max health is 128.
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 cancelable. If not, 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.
80
Unblockable
No
49
31
0
+56 (KD)
N/A
-
Costs 75% Spirit. Can only be executed with sufficient Spirit and at 25% health or below.
Big, damaging unblockable. Not very difficult to set up as a meaty; you can get it off 2HK, Uppercut, Low Attack, Ryuuga, throw, and air resets with anti-air normals cancelled into it. Against opponents without good reversal options, this can provide a devastating checkmate option.