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

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added descriptions for Ex Roberts normals, command normals and throws
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== Normal Moves ==
== 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'''
'''Close'''
*cl. A:  
* cl. A: Good for stopping hops. Whiffs on low crouchers. Chainable. Not cancelable.
*cl. B:  
* 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:  
* cl. C: a fairly standard cl.C. Comes out fast so good for combos and meaties. Cancelable.
*cl. D:  
* 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:  
*st. A: same as cl.A
*st. B:  
*st. B: a decent poke but not useful for much else. Not cancelable.
*st. C:  
*st. C: a fast poke with good range . Excellent for stopping hops. Whiffs on low crouchers. Not cancelable.
*st. D:  
*st. D: a fairly slow far ranged poke with nice priority. whiffs on tiny crouchers. Not cancelable.


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


'''Jump'''
'''Jump'''
*j. A:  
*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:  
*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:  
*j. C: Similar to j.A but trades some priority for the added hitstun of a jumping heavy.
*j. D:  
*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 ==


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


'''Decapitating Drop:''' b/f + D
'''Decapitating Drop:''' b/f + D
 
*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 ==


'''Soaring Dragon Kick:''' f + B
'''Soaring Dragon Kick:''' f + B
* good to use in combos and the occasional blockstring.


* very punishable on block if not cancelled.


'''Dragon-felling Kick:''' f + A
'''Dragon-felling Kick:''' f + A


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


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

Revision as of 19:09, 16 November 2020


Normal Moves

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

Kick of the Dragon: b/f + C

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

Decapitating Drop: b/f + D

  • 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

Soaring Dragon Kick: f + B

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

Dragon-felling Kick: f + A

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

Special Moves

Lightning Legs Knockout Kick: hcb + B/D


Dragon Blast Punch: qcf + A/C

  • This is a fully moving projectile unlike his OG98 version thats just a close range blast.


Ryuga: dp + A/C


Flying Dragon Kick (In Air Only): qcb + B/D


Great Spirit Kick: f, b, f + B/D


Desperation Moves

Haoh Sho Koh Ken: f, hcf + A/C


Ryuko Ranbu: qcf, hcb + A/C

Combos

Strategy & Tips

Videos

King of Fighters 98 UM FE: EX Robert Guide by Mash It Out

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