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* Best used to hit confirm into specials or to activate into Max Mode
* Best used to hit confirm into specials or to activate into Max Mode
* Neutral on block & has a fair amount of push back
'''Kouryuu Koukyaku-Geri''' - (f+A)
* Robert performs a slow sobat kick. The horizontal range can reach the opponent at the start of the round.
* Hits overhead
* Special cancel-able only when cancelled from normal attacks
* Since Robert is airborne during this kick, it is not Max Mode activation cancel-able.
* Has Lower body invincibility


=Special Moves=
=Special Moves=

Revision as of 01:32, 18 November 2016

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Ryuuchou Kyaku - close / +  

Kubikiri Nage - close / +

Command Normals

Ryuu Hanshuu  - +

Kouryuu Koukyaku-Geri - +

Special Moves

Ryuu-Geki Ken - + / (*)

Ryuuga - + / (*)

Hien Senpuu Kyaku - + / (*)

Hien Ryuujin Kyaku - in air, + / (*)

Gen-ei Kyaku - + / (*)

Ryuuren • Gen-ei Kyaku - close, + / (*)

Super Special Moves

Haoh Shoukou Ken - + / (!)

Ryuuko Ranbu - + / (!)

Climax Super Special Moves

Mu-Ei Senpuu Ryuu Zanshou - +

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Anywhere
Low, Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) = 231 dmg

1 Meter

Corner
Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (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

Ryuu Hanshuu - (f+B)

  • Robert spins around to deliver a powerful long ranged side kick aimed at the opponent's jaw.
  • This command normal can be canceled from Robert's close & crouching heavy & light normals
  • Special cancel-able by itself
  • Best used to hit confirm into specials or to activate into Max Mode
  • Neutral on block & has a fair amount of push back

Kouryuu Koukyaku-Geri - (f+A)

  • Robert performs a slow sobat kick. The horizontal range can reach the opponent at the start of the round.
  • Hits overhead
  • Special cancel-able only when cancelled from normal attacks
  • Since Robert is airborne during this kick, it is not Max Mode activation cancel-able.
  • Has Lower body invincibility

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

The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

AliceAndy BogardAngelAntonovAthena AsamiyaBandeiras HattoriBenimaruBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeClarkGang-IlGeese HowardGoro DaimonHeidernHeinIori YagamiJoe HigashiK'Kim KaphwanKing of DinosaursKingKukriKula DiamondKyo KusanagiLeona HeidernLove HeartLuongMai ShiranuiMatureMaximaMeitenkunMianMui MuiNajdNakoruruNelsonOswaldRalf JonesRamonRobert GarciaRock HowardRyo SakazakiShun'eiSie KensouSylvie Paula PaulaTerry BogardTung Fu RueVanessaVerseViceWhipXanaduYamazakiYuri SakazakiZarina