-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.

The King of Fighters XIII/Robert Garcia

From Dream Cancel Wiki
Jump to navigation Jump to search

File:Robert sprite.gif

Console Changes

- (stand CD has faster startup

- You can’t roll recover after being hit by his NEOMAX

- LK Hien Shippuu Kyaku {charge db~f+B} has faster startup, such that it can be comboed from light attacks.

- his f+A floats the opponent upwards if done by itself

- EX Genei Kyaku has less lag afterwards. In the corner you can follow up afterwards without using a drive stock.

- EX Ryuuko Ranbu has more lag after being blocked.

- (EX Ryuuko Ranbu has had the damage for each of its hits adjusted. The entire move does the same damage, but its damage in combos has been buffed. The finishing hit now does 100 damage by itself.

- Haoh Shoukou Ken has faster startup and will combo from strong attacks.

Producer Yamamoto says: "There’s no invincibility on Robert’s f+LP {f.A}, but when trading with a jump attack, it’s still possible to juggle afterwards. It’s a one command move, so good to keep in mind as an anti-air option. Not only can weak hien-shippukyaku combo from weak attacks, Ryugekiken is useful against opponents who roll forward."


Normals

Standing

s. A 25 damage, whiff/chain/cancel-able, hits mid. A shoulder height quick jab. Almost neutral on block, and good for stopping hops and close range poking.

s. B 30 damage, whiff/cancel-able, hits mid. A fairly high sidekick that is great for stopping hops, and sloppy jumpouts from opponents trying to escape the corner. A good quick jump checker, and safe on block.

far C 80 damage, whiff/cancel-able, hits mid. A strong hook that can whiff canceled. Has a fairly good range, and can be used a poke within mid-close range.

far D 70 damage, hits mid. A high angled kick that sometimes may be activated into his s. D when fairly close to the opponent. It can be used to stop a few close high jumps but its attacking area seems to be fairly small...

s. C 70 damage, cancel-able, hits mid. A quick and safe (on block) punch to the gut. This punch will be used in many of his combos.

s. D 60+47 damage, cancel-able, hits mid. A double axe kick that has a fairly high height. Good for stopping those trying to jump above your head blindly.

Crouching

d. A: 25 damage, whiff/chain/cancel-able, hits mid. Swift low jab with good range. Neutral almost on block, and its a good crouching normal to use to maintain space.

d. B: 30 damage, chain-able, hits low. Fast low light kick with good range and great starter for combos starting with a low attack.

d. C: 70 damage, cancel-able, hits mid. An uppercut that is good for stopping those trying to jump over you while they are in close range, and jumps from mid range.

d. D: 80 damage, whiff/cancel-able, hits low. His patented sweep from past games which still seems to cover a good distance. You can whiff cancel this kick, so be sure to do that if you're gonna be swinging it around as a poke.

Jumping

j. A: 45(40) damage, cancel-able, hits overhead. A downward angled punch that is good for jumpins.

j. B: 45(40) damage, hits overhead. A fairly deep jump kick that has a long range and good downward angle. Good for cross-ups too.

j. C: 72(70) damage, cancel-able, hits overhead. This j.c has a more steeper angle facing down than past games, so it seems best to use it for deep jumpins.

j. D: 70(68) damage, overhead. Almost the same as his past games j. D, nice range, hits deep, can cross-up, and is great for jumpins.

Blowback Attack

CD: 75 damage, whiff/cancel-able, hits mid. This kick has some great range, and hes steps forward too, so you can almost kara-cancel it to a few of his special moves.


j. CD: 90(80) damage, cancel-able, hits mid. Great air-to-air like his past games j. CD. Covers a good range and has good priority. Just be careful when using it a lot because it will miss on some crouching characters.


GCCD 10 damage, hits mid.

Throw

Kubikiri Nage = (b/f+C/D) close 100 damage, cause a hard knockdown. Robert just dumps them on the ground like yesterdays garbage, which can be followed up by a cross-up or you can bait a roll or special move on their wake-up, etc.

Command Moves

Upper = (f+A) 22+21 damage when canceled into, 60 damage by itself. Cancel-able, hits mid.

  • When canceled into from another normal, the first hit is cancel-able. By itself it launches the enemy HIGH into the air, just above the characters lifebars. If its a counter hit and they are jumping or superjumping, they will be knocked WAYYY high in the air. With this you can hit them with any special move, or DM that is fast enough to hit them while they are descending. You can also use his for some cool reset setups either mid screen or in the corner. The drawback to this move is that its start-up is fairly slow, and it doesn't have any invincibility, so using it as an anti-air option can be a little risky.


Low Kick = (f+B) 45 damage, cancel-able, hits low.

  • One great thing about this kick is that it doesn't lose its low hit property when canceled from another normal. Plus, you can cancel it on hit. You can only whiff cancel it into his f+A it seems. By itself on block it is a little unsafe, so be sure to cancel it into a qcf+P incase it gets punished by a fast normal, special move or 1f command throw (especially on hit). Overall, it is a good move to be used in the middle of its combos but use caution when using it alone.

Ushirogeri = (B+D) in air 55 damage, hits mid.

  • This move would be very annoying it was an overhead. It's tricky as is, and its great cross-up tool. Depending on your spacing, it may miss some crouching opponents.


Triangle Jump (Ushirogeri) = (B+D) near wall

  • Robert bounces off the wall (edge of screen) for a possible air attack follow up. Doing this in the corner is risky because its an open invitation for an anti-air.

Special Moves

Ryugekiken = (qcf+P) - Robert throws a fireball at shoulder height towards the opponent, full screen. Both of the punch versions (A & C) both deal the same amount of damage, but have different speeds. The A version travels slower, while the C version travels much faster. He is able to recover after the fireball has travel a certain distance. The A version he can recover after the fireball has reached the middle of the opponent's guard gauge ( measured full screen, both characters apart corner to corner), while the C version he can recover once the fireball has reached the near middle of the opponent's lifebar.

(EX) = qcf+AC - This EX version gives his fireball more speed, two hits, and a rollable knockdown. It will also beat out other normal fireballs too. The opponent is in a brief juggle-able state after they get hit with the fireball, so it is possible at a mid-range to follow up with his f, hcf + C, his qcf~hcb + AC, or even his Neomax while they are in the corner. At close range in the corner, the fireball can be followed up with his dp+A/C

  • Super-Cancellable
  • Hit Detection: High
  • Damage: 65; EX Damage: 60, 70


Ryuga = (dp+P) - A firefisted dragon punch which the A version has a shorter height, but no invincibility at the start, while the C version has a small amount of invincibility at the start, but reaches very high. Both versions do not cause a hard knockdown if hit. If it's whiffed completed or blocked, Robert is open for punishment. Overall it is a good anti-air for stopping super jumps, but try not to rely on it too much.

(EX) = dp+AC - Much more invincibility at the start but Robert reaches really high in the air (his knees touch the lifebars) and is open for punishment while he is decending.

  • Drive- / Super-Cancellable
  • Hit Detection: High
  • A Damage: 70; C Damage: 70, 42; EX Damage: 100, 66


Hienshippukyaku = (db~f+K) - Robert flies towards his opponent with his foot on fire, then backflips back after impact. The B version hits only once, and can be comboed from light attacks (d.bx2, db~f+B for example), while the D version hits twice and can be canceled from hard attacks (d.C for example). The real way to punish this move is with something fast which can hit him while he's flipping and recovering after the move is blocked. His own f, hcf + C can catch him while he's falling, as well as a few ranbu supers. But if you don't have any meter to punish this move with on block, then he's safe, mostly because of the far distance he lands at. It is easier to punish if this move was thrown close at point blank, so it isn't advisable to end a blockstring with it.

(EX) = db~f+BD

  • Drive-Cancellable (D version only)
  • Hit Detection: High
  • B Damage: 70; D Damage: 60+57; EX Damage: 70, 76


Hienryujinkyaku = (qcb+K) in air

(EX) = qcb+BD in air

  • Drive-Cancellable
  • Hit Detection: High
  • Damage: 60; EX Damage: 120


Geneikyaku = (f,b,f+K)

(EX) = f,b,f+BD

  • Drive- / Super-Cancellable
  • Hit Detection: High
  • Damage: 0 x 2, 10 x 13, 135; EX Damage: 0 x 2, 15 x 19, 155


Ryuren Geneikyaku = (hcf+K)

(EX) = hcf+BD

  • Can't be cancelled
  • Hit Detection: Throw
  • Damage: 10 x 3, 130; EX Damage: 10 x 6, 80

Desperation Moves

Ryukohranbu = (qcf hcb+P)

(EX) = qcf hcb+AC

  • MAX Cancellable
  • Hit Detection: High
  • Damage: 0, 10 x 13, 30, 60; EX Damage: 0, 10 x 10, 8 x 18, 10, 50


Haohshokoken = (f,hcf+P)

  • Hit Detection: High
  • Damage: 200


Neomax

Hienshippuryujinkyaku = (qcb hcf+BD) also in air

  • Hit Detection: High
  • Damage: 0 x n, 450 (125)


Combos

No Stock, No Drive Gauge -

j. D, st. C, f+B, f+A, dp+C

j. D, st. C, f+B, f+A, db~f+K

st. C, f+B, hcf+K

st. C, f+B, dp+C

cr. B x2, f+B, dp+C

cr. B x2, f+B, hcf+K


No Stock, 1+ Drive Gauge -

- j. D, st. C, f+B, f+A, dp+C, (DC) qcf+P

- j. D, st. C, f+B, f+A, dp+C, (DC) f b f+K

- st. C, f+B, hcf+BD, f b f+K, (DC) dp+P

- cr. Bx2, f+B, qcf hcb+P


1 Stock, No Drive Gauge -

cr. Bx2, f+B, qcf hcb+P


1 Stock, 1+ Drive Gauge -

j. D, st. C, f+B, f+A, dp+C, (DC) qcf hcb+P


3 Stock, 1+ Drive Gauge -

st. C, f+B, hcf+BD, f b f+K, (SC) qcf hcb+P


HD Combos

(1) st. C, f+B, f+A [HD], st. C, f+B, qcf hcb+BD

(2) st. C, f+B, f+A [HD] st. C, f+B, f+A, hcf+BD, f b f + BD (HDC) qcf hcb+BD

(3) j. D, st. C, f+B, f+A [HD] st. C, f+B, f+A, dp+C (DC) qcb+D in air, dp+C (DC) f b f + BD (HDC) qcf hcb+P (MC) qcf hcb+BD

Links & References

Technical Reference

http://www.youtube.com/watch?v=C299OL3EB8k

Combo Video by Mr. KOF

http://www.youtube.com/watch?v=abPgB9ZAzIU


Discussion Threads

Discuss at Dream Cancel

Navigation

The King of Fighters XIII
System

FAQControlsMovementOffenseDefenseMeters and GaugesHitboxes

Characters