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The King of Fighters XIV/Robert Garcia: Difference between revisions
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=Throws= | =Throws= | ||
'''Ryuuchou Kyaku''' - (b/f+C) close | |||
* Robert steps on the opponents face, then kicks them towards the corner of the screen | |||
* Soft knockdown | |||
'''Kubikiri Nege''' - (b/f+D) close | |||
* Robert grabs the opponent then slams them the opposite direction with one hand. The opponent lands close to half-screen away from Robert. Robert recovers slightly before the opponent wakes up. | |||
* Hard knockdown | |||
=Command Moves= | =Command Moves= |
Revision as of 01:16, 18 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
Ryuuchou Kyaku - (b/f+C) close
- Robert steps on the opponents face, then kicks them towards the corner of the screen
- Soft knockdown
Kubikiri Nege - (b/f+D) close
- Robert grabs the opponent then slams them the opposite direction with one hand. The opponent lands close to half-screen away from Robert. Robert recovers slightly before the opponent wakes up.
- Hard knockdown
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
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