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The King of Fighters XIV/Robert Garcia: Difference between revisions
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'''Standing''' | '''Standing''' | ||
* st. A | * st. A: This cancel-able jab can stop incoming hops at a mid to close range, but whiffs on crouching some characters. | ||
* st. B | * st. B: This kick has great horizontal range to use a poke. Best used to activate into Max Mode from hit confirmed cr. B's. | ||
* st. C | * st. C: This fierce punch has a bit more horizontal range than st. A, so it can be used to stop incoming hops early. Whiffs on some crouching characters. -1 on block with a good amount of push-back. | ||
* st. D | * st. D: Robert performs a round kick aimed at the opponent's head. Can be used as a anti-air to stop hops or jumps in advance. Hits crouching opponents but has a fair amount recovery if whiffed. | ||
'''Close''' | '''Close''' | ||
* cl. A | * cl. A: A quick elbow aimed at the opponent's jaw. Hits crouching opponents. Can be chained into other light normals. Special cancel-able. | ||
* cl. B | * cl. B: A very high angled side kick. Whiffs on crouching opponents & can stop opponents trying to jump over Robert's head. | ||
* cl. C | * cl. C: This swift punch to the opponent's mid-section can be hit confirmed into his f+B or f+A command normal to start combos. Special cancel-able. | ||
* cl. D | * cl. D: This axe kick hits twice. Can be easily confirm into his command normals, and similar to cl. C, has a great activation range. Special cancel-able. | ||
'''Crouching''' | '''Crouching''' | ||
* cr. A | * cr. A: A crouching jab that can be used during combos or can be used to maintain pressure. Can be chained into other light normals. | ||
* cr. B | * cr. B: Your go-to low hit confirm starter. Can be chained into itself (up to 3 times) and is also special cancel-able. Hits low. | ||
* cr. C | * cr. C: This uppercut can be used as an anti-air. Poor recovery if whiffed. Special cancel-able. | ||
* cr. D | * cr. D: A quick sweep that is special cancel-able on whiff and on hit. | ||
'''Jumping''' | '''Jumping''' | ||
* j. A | * j. A: This special cancel-able punch can be used as a either a jump-in attack, or as a late air-to-air attack either advancing forward or jumping backward. | ||
* j. B | * j. B: Has more horizontal range compared to j. A and has a downward angle that can be used as a jump-in attack, a poke in the air when jumping or hopping backward and can cross up. This kick is also special cancel-able. | ||
* j. C | * j. C: This punch can be used as a jump-in attack to start combos or pressure, but doesn't have a much horizontal range. | ||
* j. D | * j. D: Your go-to jump-in attack to start combos or pressure. The angle makes it use similar to j. A or j. B defensively. | ||
'''Blowback''' | '''Blowback''' | ||
* st. CD | * st. CD: This thrust kick has enormous horizontal range. Best used as a poke. When hits a standing opponent, a qcf+C can be easily followed up. | ||
* j. CD | * j. CD: This kick points horizontally and is best used as an air-to-air. Can be anti-aired by slides, cr. B's and sweeps if performed too early and not spaced correctly. | ||
=Throws= | =Throws= |
Revision as of 20:48, 9 November 2016
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Hien Ryuujin Kyaku - in air, + / (*)
Ryuuren • Gen-ei Kyaku - close, + / (*)
Super Special Moves
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Anywhere |
(Combo 1) = (damage number here) dmg |
1 Meter |
Corner |
(Combo 1) = (damage number here) dmg |
2 Meters | Anywhere | (Combo 1) = (damage number here) dmg |
Gameplay Overview
Normals
Standing
- st. A: This cancel-able jab can stop incoming hops at a mid to close range, but whiffs on crouching some characters.
- st. B: This kick has great horizontal range to use a poke. Best used to activate into Max Mode from hit confirmed cr. B's.
- st. C: This fierce punch has a bit more horizontal range than st. A, so it can be used to stop incoming hops early. Whiffs on some crouching characters. -1 on block with a good amount of push-back.
- st. D: Robert performs a round kick aimed at the opponent's head. Can be used as a anti-air to stop hops or jumps in advance. Hits crouching opponents but has a fair amount recovery if whiffed.
Close
- cl. A: A quick elbow aimed at the opponent's jaw. Hits crouching opponents. Can be chained into other light normals. Special cancel-able.
- cl. B: A very high angled side kick. Whiffs on crouching opponents & can stop opponents trying to jump over Robert's head.
- cl. C: This swift punch to the opponent's mid-section can be hit confirmed into his f+B or f+A command normal to start combos. Special cancel-able.
- cl. D: This axe kick hits twice. Can be easily confirm into his command normals, and similar to cl. C, has a great activation range. Special cancel-able.
Crouching
- cr. A: A crouching jab that can be used during combos or can be used to maintain pressure. Can be chained into other light normals.
- cr. B: Your go-to low hit confirm starter. Can be chained into itself (up to 3 times) and is also special cancel-able. Hits low.
- cr. C: This uppercut can be used as an anti-air. Poor recovery if whiffed. Special cancel-able.
- cr. D: A quick sweep that is special cancel-able on whiff and on hit.
Jumping
- j. A: This special cancel-able punch can be used as a either a jump-in attack, or as a late air-to-air attack either advancing forward or jumping backward.
- j. B: Has more horizontal range compared to j. A and has a downward angle that can be used as a jump-in attack, a poke in the air when jumping or hopping backward and can cross up. This kick is also special cancel-able.
- j. C: This punch can be used as a jump-in attack to start combos or pressure, but doesn't have a much horizontal range.
- j. D: Your go-to jump-in attack to start combos or pressure. The angle makes it use similar to j. A or j. B defensively.
Blowback
- st. CD: This thrust kick has enormous horizontal range. Best used as a poke. When hits a standing opponent, a qcf+C can be easily followed up.
- j. CD: This kick points horizontally and is best used as an air-to-air. Can be anti-aired by slides, cr. B's and sweeps if performed too early and not spaced correctly.
Throws
- (Throw description)
- (Throw description)
Command Moves
Special Moves
Notation Key (*) = EX OK
(!) = MAX OK
Super Special Moves
Climax Super Special Moves
Combos
0 meter
- (place combo here) = (place damage amount here)
(place combo description here)
1 meter
- (place combo here) = (place damage amount here)
(place combo description here)
2 meters
- (place combo here) = (place damage amount here)
(place combo description here)
3 meters
- (place combo here) = (place damage amount here)
(place combo description here)
4 meters
- (place combo here) = (place damage amount here)
(place combo description here)
5 meters
- (place combo here) = (place damage amount here)
(place combo description here)
Misc
Videos
External Links
Discussion Threads
Discuss at Dream Cancel