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The King of Fighters '98 UMFE/Robert Garcia: Difference between revisions
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'''Close''' | '''Close''' | ||
*cl. A: | * cl. A: a standing jab. Good for stopping hops. Whiffs on low crouchers. Chainable. Not cancelable. | ||
*cl. B: | * cl. B: a standing low kick. A standing low move. It's good for some mixups when combined with his f+A and prox unblockable. Not chainable. Cancelable. | ||
*cl. C: | * cl. C: a close range punch. a fairly standard cl.C. Comes out fast so good for combos and meaties. Cancelable. | ||
*cl. D: | * cl. D: a high hitting splits kick. Has two hits one that goes upwards and then one downwards. Safe on block so can be used to push people out. Not cancelable. | ||
'''Stand''' | '''Stand''' | ||
*st. A: | *st. A: same as cl.A | ||
*st. B: | *st. B: a short kick forwards. A decent poke but not useful for much else. Not cancelable. | ||
*st. C: | *st. C: a straight punch. A fast poke with good range . Excellent for stopping hops. Whiffs on low crouchers. Not cancelable. | ||
*st. D: | *st. D: A long roundhouse kick. a fairly slow far ranged poke with nice priority. whiffs on tiny crouchers. Not cancelable. | ||
'''Crouch''' | '''Crouch''' | ||
*cr. A: | *cr. A: a short crouching jab. Has short range for a cr.A. Outclassed by cr.B in nearly all aspects with the exception that cr.A will cancel into command normals. Chainable. Cancelable. | ||
*cr. B: | *cr. B: a crouching low kick. Your main low poke and combo tool. Chainable. Cancelable. | ||
*cr. C: | *cr. C: a crouching uppercut. Has two hits, the first hits in front of him and the second above him. The first part can be a good ground poke and the second an anti air. Cancelable. | ||
*cr. D: | *cr. D: a sweep. average speed for a sweep with good range. Cancelable on whiff and contact. | ||
'''Jump''' | '''Jump''' | ||
*j. A: | *j. A: a downwards jab. Fast normal with good reach, nice priority and a lot of active frames. Can work both for air to airs and as a jumpin. Not cancelable. | ||
*j. B: | *j. B: a downwards angled kick. Roberts only crossup so good to use for that. Can also work as a regular jumpin but j.D is a better tool for that. Cancelable. | ||
*j. C: | *j. C: a downwards punch. Similar to j.A but trades some priority for the added hitstun of a jumping heavy. | ||
*j. D: | *j. D: a downwards kick. Roberts main jumpin normal as it has a nice hitbox around his foot. Cancelable. | ||
'''Blowback''' | '''Blowback''' | ||
*st. CD: | *st. CD: | ||
*j. CD: | *j. CD: | ||
Revision as of 14:19, 5 November 2020
Introduction
Normal Moves
Format for Normals section. Be sure to add bullet points for multiple moves having a property (e.g. j. B/D cross-up; st/cr. A/B/C/D are whiff/cancelable). REMOVE AFTER WRITING IN
Close
- cl. A: a standing jab. Good for stopping hops. Whiffs on low crouchers. Chainable. Not cancelable.
- cl. B: a standing low kick. A standing low move. It's good for some mixups when combined with his f+A and prox unblockable. Not chainable. Cancelable.
- cl. C: a close range punch. a fairly standard cl.C. Comes out fast so good for combos and meaties. Cancelable.
- cl. D: a high hitting splits kick. Has two hits one that goes upwards and then one downwards. Safe on block so can be used to push people out. Not cancelable.
Stand
- st. A: same as cl.A
- st. B: a short kick forwards. A decent poke but not useful for much else. Not cancelable.
- st. C: a straight punch. A fast poke with good range . Excellent for stopping hops. Whiffs on low crouchers. Not cancelable.
- st. D: A long roundhouse kick. a fairly slow far ranged poke with nice priority. whiffs on tiny crouchers. Not cancelable.
Crouch
- cr. A: a short crouching jab. Has short range for a cr.A. Outclassed by cr.B in nearly all aspects with the exception that cr.A will cancel into command normals. Chainable. Cancelable.
- cr. B: a crouching low kick. Your main low poke and combo tool. Chainable. Cancelable.
- cr. C: a crouching uppercut. Has two hits, the first hits in front of him and the second above him. The first part can be a good ground poke and the second an anti air. Cancelable.
- cr. D: a sweep. average speed for a sweep with good range. Cancelable on whiff and contact.
Jump
- j. A: a downwards jab. Fast normal with good reach, nice priority and a lot of active frames. Can work both for air to airs and as a jumpin. Not cancelable.
- j. B: a downwards angled kick. Roberts only crossup so good to use for that. Can also work as a regular jumpin but j.D is a better tool for that. Cancelable.
- j. C: a downwards punch. Similar to j.A but trades some priority for the added hitstun of a jumping heavy.
- j. D: a downwards kick. Roberts main jumpin normal as it has a nice hitbox around his foot. Cancelable.
Blowback
- st. CD:
- j. CD:
Throws
Ryuuchou Kyaku: b/f+C (close)
Kubikiri Nage: b/f+D (close)
Command Moves
Kouryuu Koukyaku Geri: F+A
- an overhead move, but loses its property when canceled from a normal move
Ryuu Hanshuu: F+B
Special Moves
Ryuu-Geki Ken: qcf + A/C
Ryuuga: dp + A/C
Ryuu Zanshou: dp + B/D
Kyokugen-ryuu Renbu Kyaku: hcf + B/D (close)
- a proximity unblockable throw, you can juggle them with special move of your choice, or an hyper hopped j.D for an air reset.
Hien Ryuujin Kyaku: qcb + B/D (in the air)
Hien Senpuu Kyaku: hcb + B/D
Desperation Moves
Haoh Shokou Ken: f,hcf + A/C
Ryuko Ranbu: qcf,hcb + B/D
Muei Senpuu Juudan Kyaku: qcf,qcf + B/D (can also be done in the air)