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The King of Fighters 2002 UM/Robert Garcia

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Normals

Close

  • cl. A/B/C/D are cancel-able.
  • Close B hits low.
  • Close C/D are great combo starters from mid hitting attacks.
  • Close D does two hits, only the first hit is cancel-able though.


Standing

  • Stand B is whiff/cancel-able.
  • Stand D is a good mid ranged poke.


Crouching

  • cr. A/B/D are cancel-able/whiff cancel-able.
  • Crouch A/B can chain into other lights.
  • Crouch C is a good anti-air attack, links into most of him command normals, special attacks, DM's with ease.
  • Crouch D sweeps the opponent to the ground, whiff cancel-able before the initial hit.


Jumping

  • j.A/B/C/D all cross-up.
  • Jump C and D are cancel-able.
  • Jump C can be used as a meaty jump-in.
  • Jump A/B/C are all instant overheads.


Blowback Attack

  • CD has great range and can be a good poke if spaced, cancel-able/whiff cancel-able.
  • JCD is easily his best air-to-air move as it stretches far and comes out really fast during a hyper hops.


Throws

Kick of the Dragon - (b/f+C)

  • Robert grabs the opponent then does a back flip kicking them in the face.
  • Can be broken.
  • Regular Knockdown.


Decapitating Drop - (b/f+D)

  • Robert grabs them by the collar of their shirt then swings them over shoulder and onto the ground.
  • Can be broken.
  • Reverse Knockdown


Command Moves

Dragon-felling Kick - (f+A)

  • Robert leaps forward to kick the opponent in the face, very standard command normal. This completes Robert pretty well if you like to go for those "block low, hit high!" kinda games with your opponent, it's also rather limited since isn't cancel-able on it's own and Robert only has one move that can link from it.
  • Cancel-able only if you cancel into it first
  • Overhead Attack
  • Combo Advice:Whenever you get into a situation where you did a strong close normal then his f+A always immediately link his Flying Dragon Kick to finish the combo up, the recovery isn't really something you want to sit through.


Back Knuckle - (b+A)

  • Robert turns to hit the opponent in the face with the back of his left hand. There are a couple ways to approach using this command normal, most it doesn't involve comboing from it because the range is poor and the push back doesn't help either. Follow-ups range from his most of his special attacks but only one of his DM's because the recovery holds him back.
  • Cancel-able
  • Combo Advice:If you land his b+A you can use his Ryuuga afterward, Great Spirit Kick is good too, Reverse Dragon Fang DM is the best possible follow-up since it nets you the most damage, stand/crouch normals resets work as well.


Soaring Dragon Kick - (b/f+B)

  • Robert swings left leg forward to hit the opponent in the face, a lot less demanding compared to the other two command normals. Unlike his other two command normals this one actually links from strong normals and keep Robert on the ground for more proficient combo enders, everything from special attacks to DM's work after this move. The hit-box also stretches a good distances and in some instances can be used to safely poke your way into a combo.
  • Cancel-able
  • Combo Advice:When combo'd from a strong C/D you can link either his strong or Max ranbu DM, off of a regular hit you can use Ryuuga, Kyoku Gen Kick Dance then go from there.


Special Moves

Dragon Blast Punch - (qcf+A/C)


Ryuuga - (dp+A/C)

  • Super Cancel-able


Flying Dragon Kick - (in air, qcb+B/D)


Great Spirit Kick - (f, b, f+B/D)


Kyoku Gen Kick Dance - (hcf+B/D) close

Desperation Moves

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

Ryuko Ranbu - qcf hcb + A/C

Reverse Dragon Fang - qcf x 2 + B/D


Super Desperation Moves

Ryuko Ranbu - qcf hcb + AC


HSDM

Ryuko Ranbu: Absolute - qcf hcb+BD


Combos

  • cr.B×1~2, dp+P/qcfx2+K
  • cr.B×1~2, dp+C, (SC) qcf hcb+C/AC
  • cr.C/cl.D, f+B, qcf hcb+C/AC
  • hcf+K (dash), f b f+K/f+B~dp+C
  • (corner) cl.D, hcf+K, f+B,(BC) B+A, qcf hcb+BD
  • (corner) cl.C/D/cr.C, f+A, cl/cr.B, dp+C, (SC) qcf hcb+C/AC

Discussion Threads

Discuss at Dream Cancel


Videos

Robert Master Class