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The King of Fighters 2002 UM/EX Robert: Difference between revisions
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==Special Moves== | ==Special Moves== | ||
'''Dragon Blast Punch''' - (charge b~f + A/C) | |||
* Robert's Sonic Boom projectile. The height of the fireball is rather high and is released around Robert's shoulder which can make is susceptible to be evaded by some characters low crouching heights or sliding attacks. | |||
* | |||
* The A (light punch) version travels slowly & goes full screen but dissipates near the corner of the screen, while the C (heavy punch) version travels fast, but goes 3/4 screen length and can combo after his cr. C, or b/f + B command normal. | |||
Lightning Legs Knockout Kick - charge b~f + B/D | |||
'''Spinning Combination Kick''' - close, (charge d~u + A/C) | |||
* Robert performs a close ranged 3 hit combo which launches the opponent in the air. It is a proximity command throw that has great range with a rather awkward command motion with the charge. | |||
* While the opponent is mid-air you can perform an air reset with a jumping normal or a special move (easier in the corner) | |||
* 2nd hit Super cancel-able | |||
'''Lightning Legs Knockout Kick''' - charge b~f + B/D | |||
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* D version is super cancellable | * D version is super cancellable | ||
==Desperation Moves== | ==Desperation Moves== | ||
Haoh Sho Koh Ken - f, hcf + A/C | Haoh Sho Koh Ken - f, hcf + A/C |
Revision as of 16:20, 7 November 2014
Normals
Close
- cl.B, and cl.C are cancel-able
- cl. D hits twice, is not cancel-able and moves Robert back if blocked
- cl. B is a low attack
- cl. A/C/D are neutral on block
- cl. A whiffs on crouching opponents
Standing
- st. A is a jab that is good for stopping incoming hops
- st. B doesn't hit low but is a good close ranged poke
- st. C is an awkward looking and awkward aiming uppercut that has bad range and speed
- st. D is an inverted roundhouse kick that has good range but isnt cancel-able
Crouching
- cr. A/B/C/D are cancel-able on hit and block
- cr. B hits low and is chain-able into itself and chain-able into st. B and cr. A
- cr. C can be used as an anti-air,to start combos and cancelled into his command normals
- cr. D is a great sweep that can be whiff cancelled
Jumping
- Neutral j.A/B/C/D are all downward aiming punches and kicks which can be used to stop incoming super jumps at a far range
- j.A is a downward angled jab which can be used to catch opponents trying to hop backward at a close range
- j.B can be used as a cross-up
- j.A/C can whiff on crouching opponents if released at a high height
- j.C/D are good air-to-ground jumping attacks
Blowback
- Standing CD is cancel-able on hit/block and whiff cancel-able, and has good horizontal range
- Jump CD is a good air-to-air attack but whiffs completely on crouching opponents
Throws
Kick of the Dragon - (b/f + C) close
- Robert grabs the opponent, then kicks them with both feet to the chest, throwing them towards the corner while Robert back flips away. The opponent lands at the corner of the screen, while Rober flips towards the opposite end.
- Soft knockdown
- Should be used to create space between you and the opponent since you can't use it for any kind of okizeme/wake-up opportunity or follow up.
Decapitating Drop - (b/f + D) close
- Robert grabs the opponent with one hand, then slams them to the ground on the other side.
- Hard knockdown
- The opponent lands a character space away from the end of the screen in the corner. The opponent wakes up as soon as Robert recovers from the throw animation making it difficult for okizeme follow-ups. Okizeme is a bit easier if the opponent lands directly in the corner.
Command Moves
Dragon-felling Kick - (b or f + A)
- This sobat kick is an overhead, that has lower body invincibility.
- Plus frames on block, neutral if cancelled from st.C or cr. C (but loses overhead property)
- On hit, and in the corner, can link into his cr. A, cr. B, charge down~up+P command throw, charge down~up+K, and even his qcfx2+K super
Soaring Dragon Kick - (b or f + B)
- A side kick that can be canceled into Robert's special moves
- Lots of pushback on block while having negative frames
- Can be canceled from his cr. A, st. B, st. C, cr. C and cr. D which makes it useful for combos
- Should not be used as an anti-air because of it's slow start-up and lack of shrinking hurt box
Double Kick - (df + B)
- A sliding double low kick
- Can't slide under high passing horizontal fireballs
- First hit special and super cancel-able (the timing is a bit tough)
- Can be canceled from Robert's standing and crouching normals (except his far standing normals)
- -1 frame on block but still good to use for offensive pressure
- Important command normal to use for his BC/Max Mode combos
- Soft knockdown
Flying Dragon Kick - (df + B/D) in air
- A sharp angled dive kick. B version has a steeper downward angle while the D version has a less steep angle
- B version can cross-up on standing & crouching opponents and is safe on block, while the D version doesn't have a hitbox that can cross up but is neutral on block
- On hit, D version in the corner can be linked into Robert's charge down~up+K special move
- B version
Special Moves
Dragon Blast Punch - (charge b~f + A/C)
- Robert's Sonic Boom projectile. The height of the fireball is rather high and is released around Robert's shoulder which can make is susceptible to be evaded by some characters low crouching heights or sliding attacks.
- The A (light punch) version travels slowly & goes full screen but dissipates near the corner of the screen, while the C (heavy punch) version travels fast, but goes 3/4 screen length and can combo after his cr. C, or b/f + B command normal.
Spinning Combination Kick - close, (charge d~u + A/C)
- Robert performs a close ranged 3 hit combo which launches the opponent in the air. It is a proximity command throw that has great range with a rather awkward command motion with the charge.
- While the opponent is mid-air you can perform an air reset with a jumping normal or a special move (easier in the corner)
- 2nd hit Super cancel-able
Lightning Legs Knockout Kick - charge b~f + B/D
Flying Dragon Slash - charge d~u + B/D
- D version is super cancellable
Desperation Moves
Haoh Sho Koh Ken - f, hcf + A/C
Ryuko Ranbu - qcf, hcb + A/C
Nine Dragon Heads - qcf x 2 + B/D
Super Desperation Moves
Ryuko Ranbu - qcf, hcb + AC
HSDM
EX Ryuuko Ranbu - qcf, hcb + BD
Discussion Thread
Discuss at Dream Cancel
Combos
- cr.B, cr.A, [dn] , up + P, [dn] , up + k or Jumping CD
- cr C, [dn] , up + P, [dn] , up + k or Jumping CD
- cl C or cr C, f + B, QCF x 2 + k or QCF, HCB + P (1 stock)
- cr.B, cr.A, [dn] , up + D (1 hit, SC) qcf x 2 + k (2 stocks)
- Maxmode: cl C, df + b (2 hits), [dn] , up + D (1 hit), [dn] , up + p (2 hit) [dn] , up +D (1 hit), [dn] , up + p (2 hit, SC) , qcf hcb + AC (2 stocks)
- cr C, [dn] , up + P, [dn] (2 hits, SC) , qcf x 2 + k (2 stocks)
- cr.B, cr.A, [dn] , up + P, [dn] (2 hits, SC) , qcf x 2 + k (2 stocks)
- cl C, f+bc (quickmax), [dn] , up + D (1 hit), [dn] , up + p (2 hit) [dn] , up +D (1 hit), [dn] , up + p (2 hit, SC) , qcf hcb + AC (3 stocks)
- cr C, [dn] , up + P, (2 hits, SC) qcf hcb + AC (4 stocks)
- cr.B, cr.A, [dn] , up + P, (2 hits, SC) qcf hcb + AC (4 stocks)