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The King of Fighters '98 UMFE/Robert Garcia: Difference between revisions

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'''Close'''
'''Close'''
* cl. A: a standing jab. Good for stopping hops. Whiffs on low crouchers. Chainable. Not cancelable.  
* cl. A: 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. B: 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. C: 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.
* cl. D: 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: same as cl.A  
*st. A: same as cl.A  
*st. B: a short kick forwards. A decent poke but not useful for much else. Not cancelable.
*st. B: 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. C: 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.
*st. D: a fairly slow far ranged poke with nice priority. whiffs on tiny crouchers. Not cancelable.


'''Crouch'''
'''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. A: 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. B: 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. C: 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.
*cr. D: average speed for a sweep with good range. Cancelable on whiff and contact.


'''Jump'''
'''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. A: 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. B: 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. C: 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.
*j. D: Roberts main jumpin normal as it has a nice hitbox around his foot. Cancelable.


'''Blowback'''
'''Blowback'''
*st. CD:  
 
*j. CD:
*st. CD: long ranged poke. good to use as a whiff cancelling tool. 
 
*j. CD: excellent air to air with a lot of horizontal reach. Hard to hit on grounded opponents as it will completely whiff on low crouchers.


== Throws ==
== Throws ==


'''Ryuuchou Kyaku:'''  b/f+C (close)
'''Ryuuchou Kyaku:'''  b/f+C (close)
* regular throw, techable. Robert flips backwards sending the opponent flying back 80% of the screen causing a soft knockdown.


'''Kubikiri Nage:''' b/f+D (close)
'''Kubikiri Nage:''' b/f+D (close)
*Regular throw, techable. Robert grabs the opponent and slams them behind him sending them 90% of the screen away. Causes a backturned hard knockdown.


== Command Moves ==
== Command Moves ==


'''Kouryuu Koukyaku Geri:''' F+A
'''Kouryuu Koukyaku Geri:''' F+A
*an overhead move, but loses its property when canceled from a normal move
*an overhead move, but loses its property when cancelled from a normal move.
 
*useful for combos and pressure in the corner.
 
*good to late cancel into as a mixup.
 
*also good as a midscreen poke.


'''Ryuu Hanshuu:''' F+B
'''Ryuu Hanshuu:''' F+B
* good to use in combos and the occasional blockstring.
* very punishable on block if not cancelled.


== Special Moves ==
== Special Moves ==

Revision as of 19:23, 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: Good for stopping hops. Whiffs on low crouchers. Chainable. Not cancelable.
  • cl. B: 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 fairly standard cl.C. Comes out fast so good for combos and meaties. Cancelable.
  • cl. D: 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 decent poke but not useful for much else. Not cancelable.
  • st. C: a fast poke with good range . Excellent for stopping hops. Whiffs on low crouchers. Not cancelable.
  • st. D: a fairly slow far ranged poke with nice priority. whiffs on tiny crouchers. Not cancelable.

Crouch

  • cr. A: 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: Your main low poke and combo tool. Chainable. Cancelable.
  • cr. C: 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: average speed for a sweep with good range. Cancelable on whiff and contact.

Jump

  • j. A: 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: 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: Similar to j.A but trades some priority for the added hitstun of a jumping heavy.
  • j. D: Roberts main jumpin normal as it has a nice hitbox around his foot. Cancelable.

Blowback

  • st. CD: long ranged poke. good to use as a whiff cancelling tool.
  • j. CD: excellent air to air with a lot of horizontal reach. Hard to hit on grounded opponents as it will completely whiff on low crouchers.

Throws

Ryuuchou Kyaku: b/f+C (close)

  • regular throw, techable. Robert flips backwards sending the opponent flying back 80% of the screen causing a soft knockdown.

Kubikiri Nage: b/f+D (close)

  • Regular throw, techable. Robert grabs the opponent and slams them behind him sending them 90% of the screen away. Causes a backturned hard knockdown.

Command Moves

Kouryuu Koukyaku Geri: F+A

  • an overhead move, but loses its property when cancelled from a normal move.
  • useful for combos and pressure in the corner.
  • good to late cancel into as a mixup.
  • also good as a midscreen poke.

Ryuu Hanshuu: F+B

  • good to use in combos and the occasional blockstring.
  • very punishable on block if not cancelled.

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)

Combos

Strategy & Tips

Videos

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyTier ListsFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro