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Art of Fighting 2/Robert Garcia: Difference between revisions

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|pros=
|pros=
* Great normals with lots of range and utility
* Great normals with lots of range and utility
* Has basically every tool you could want  
* Has basically every tool you could want, including a carbon copy of Zan Retsu Ken
* Has an infinite with Slide Tackle
* Has an infinite with Slide Tackle
* Has a maybe-unblockable which leads into a touch of stun
* Has an unblockable which leads into a touch of stun on hit
|cons=
|cons=
* Ryuu-Geki Ken is a pretty bad fireball
* Ryuu-Geki Ken is a pretty bad fireball
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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = robert_5lp
| moveId = robert_5lp
| description = Placeholder text
| 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.
}}
}}


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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = robert_5lk
| moveId = robert_5lk
| description = Placeholder text
| 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.
}}
}}


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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = robert_clhp
| moveId = robert_clhp
| description = Placeholder text
| description = Fast, damaging punish starter. Not much other utility.
}}
}}


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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = robert_fhp
| moveId = robert_fhp
| description = Placeholder text
| description = Big disjointed mid poke that hits pretty hard.
}}
}}


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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = robert_clhk
| moveId = robert_clhk
| description = Placeholder text
| 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.
}}
}}


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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = robert_fhk
| moveId = robert_fhk
| description = Placeholder text
| 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.
}}
}}


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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = robert_2lp
| moveId = robert_2lp
| description = Placeholder text
| 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.
}}
}}


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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = robert_2lk
| moveId = robert_2lk
| description = Placeholder text
| description = A little more range than 2LP and a low profile, but minus on hit and uncancellable. Low-reward, but strong neutral check.
}}
}}


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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = robert_2hp
| moveId = robert_2hp
| description = Placeholder text
| description = Good clutch anti-air at angles where fHK or Gen-Ei Kyaku won't work. Pretty whatever damage, though.
}}
}}


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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = robert_2hk
| moveId = robert_2hk
| description = Placeholder text
| description = Insanely fast for a sweep, and surpisingly large for one as well. Unsafe on block or whiff, though, and the oki midscreen is whatever. Useful as a check.
 
}}
}}


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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = robert_jlp
| moveId = robert_jlp
| description = Placeholder text
| description = Tied with j.HP for Robert's fastest air normal. Useful if you need to air-to-air on reaction in a pinch.
}}
}}


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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = robert_jlk
| moveId = robert_jlk
| description = Placeholder text
| 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, since lows in this game are a hitbox check rather than a hard-coded property, if Robert meaties you with jLK as low to the ground as possible, jLK becomes a low. Robert can set both of these situations up off throw, giving Robert a four-way mixup *and* an unblockable off his throw.
}}
}}


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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = robert_jhp
| moveId = robert_jhp
| description = Placeholder text
| description = Slightly faster than jLK, but jLK is larger, a crossup, and marginally more active. Not much use over jLK.
}}
}}


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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = robert_jhk
| moveId = robert_jhk
| description = Placeholder text
| 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.
}}
}}


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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = robert_uppercut
| moveId = robert_uppercut
| description = Placeholder text
| description = Very similar anti-air to 2HP, except it knocks down instead of causing an air reset.
}}
}}


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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = robert_lowattack
| moveId = robert_lowattack
| description = Placeholder text
| description = Shorter than sweep, but safer on block. Similarly useful.
}}
}}


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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = robert_throw
| moveId = robert_throw
| description = Placeholder text
| 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!
}}
}}


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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = robert_taunt
| moveId = robert_taunt
| description = Placeholder text
| description = Identical frame data and Spirit drain to Ryo's taunt. Useful as a neutral tool due to the Spirit drain.
}}
}}


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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = robert_66b
| moveId = robert_66b
| description = Placeholder text
| 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.
}}
}}


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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = robert_236a
| moveId = robert_236a
| description = Placeholder text
| 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.
}}
}}


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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = robert_623a
| moveId = robert_623a
| description = Placeholder text
| 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.
}}
}}


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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = robert_214a
| moveId = robert_214a
| description = Placeholder text
| description = "Costs 20% Spirit," though it's more like it drains 20% Spirit if you have that much. The move is completely identical 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.
}}
}}


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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = robert_16b
| moveId = robert_16b
| description = Placeholder text
| 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.
 
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.
}}
}}


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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = robert_j214b
| moveId = robert_j214b
| description = Placeholder text
| description = 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.
}}
}}


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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = robert_646b
| moveId = robert_646b
| description = Placeholder text
| description = 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.
}}
}}


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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = robert_641236A
| moveId = robert_641236A
| description = Placeholder text
| description = 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.
}}
}}


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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = robert_2363214c
| moveId = robert_2363214c
| description = Placeholder text
| description = 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.
}}
}}
==Important Character-Specific Tech==
After a successful throw where the opponent doesn't tech, you can walk forward slightly jump, and do an (unblockable? or at least very hard to block) light kick cross-up into Kyokugenryuu Renbuken (4 quick punch special attack), which will knock the opponent down, even if they block the last two punches. This will cause them to become dizzy, allowing you to unleash a super attack or a combo for massive damage. This is almost a Touch of Death, but the opponent will have a bit of health still left if this is performed while they are it full health. The opponent can stop the dizzy by spamming jab between the 4 punches in Kyokugenryuu Renbuken, but Robert can use other special moves to secure damage without the dizzy, but not as much. This works the best on large, tall characters, like Mickey.


{{Navbox AOF2}}
{{Navbox AOF2}}

Revision as of 07:09, 9 June 2024

Art of Fighting 2

OverviewStrategyDataCombos

Story

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.

Weaknesses:

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
  • Great normals with lots of range and utility
  • Has basically every tool you could want, including a carbon copy of Zan Retsu Ken
  • Has an infinite with Slide Tackle
  • Has an unblockable which leads into a touch of stun on hit
  • Ryuu-Geki Ken is a pretty bad fireball

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. Unsafe on block or whiff, though, and the oki midscreen is whatever. 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, since lows in this game are a hitbox check rather than a hard-coded property, if Robert meaties you with jLK as low to the ground as possible, jLK becomes a low. Robert can set both of these situations up off throw, giving Robert a four-way mixup *and* an unblockable off his throw.

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.

Universal 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 -

"Costs 20% Spirit," though it's more like it drains 20% Spirit if you have that much. The move is completely identical 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.

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.

Art of Fighting 2
General

ControlsFAQSystem

Characters

Eiji KisaragiJack TurnerJohn CrawleyKingLee Pai LongMickey RogersMr. BigRobert GarciaRyo SakazakiTakuma SakazakiTemjinYuri Sakazaki