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The King of Fighters '98 UMFE/Robert Garcia
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
- a static projectile in front of robert that stays out for a long time.
- A C version stays out for longer than the A version.
- A version can be used to end blockstrings with for relative safety.
- good to use to catch forward movement, especially forward rolls because of all the active frames this move has.
- not really useful for zoning as it it slow to come out, has short range and is easily beaten and punished if the opponent doesn't get hit by it.
Ryuuga: dp + A/C
- Roberts dp move. A version only has 1 frame of invincibility and C version has invincibility during all of the startup and first active frame.
- A version comes out fast and travels pretty high upwards so it functions as a good anti air.
- C version does two hits and functions as your reversal and an anti air as well since it travels even higher than the A version.
- C version is a nice combo tool from lights.
Ryuu Zanshou: dp + B/D
- a backflip kick that does 4 hits. B version comes out faster and recovers faster than D version but has less reach.
- Both versions have a bit of startup invincibility.
- Can be used as anti air due to its good reach, though it does not have good priority so it can be prone to trading.
- can be tricky to punish on block because of the distance Robert creates between him and the opponent with the backflip.
- on contact you can cancel the move into his j.qcb+K when he's falling after the kicks.
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.
- can be combo'd into and be used as a mixup tool.
- has a bit of startup invincibility but it disappears well before the active frames start.
- fairly slow startup so the opponent needs to be committed to blocking for this to land and not get beaten out.
Hien Ryuujin Kyaku: qcb + B/D (in the air)
- an aerial dive kick. B version comes out at a steeper angle while D version comes out at a shallower one.
- good tool for changing up your jumping arc and momentum to throw peoples anti air attempts off.
- good combo and pressure tool in the corner when cancelled out of f+A as Robert is + on block after it in this situation.
- generally safe on block unless it hit very high up on a standing opponent.
Hien Senpuu Kyaku: hcb + B/D
- a series of flying kicks. B version travels shorter than the D version.
- B version is safe on block at -2 with enough pushback to avoid 1f grabs making it an excellent pressure tool.
- Though it is safe on block it is also very susceptible to guard cancel rolls.
- D version travels further but is a bit worse on block so it's not as useful.
Desperation Moves
Haoh Shokou Ken: f,hcf + A/C
- a giant fireball. A version travels slower than C version.
- Can be used as anti air or anti fireball move
- C version can be used in combos.
Ryuko Ranbu: qcf,hcb + B/D
- a classic Ranbu attack.
- Best used in combos as it does good damage.
- has no invincibility which limits its usefulness in neutral and as an anti air since it's prone to trading.
- on block some of the hits will whiff on short crouchers making it deal less blockstun.
Muei Senpuu Juudan Kyaku: qcf,qcf + B/D (can also be done in the air)
- another combo super that does a series of kicks that ends in a backflip kick.
- mostly useful as a super combo from lights as his Ranbu is too slow to combo from them.
- this super can also be done in the air and can be useful as a surprise attack occasionally.
Combos
- cr.B cr.B hcf+K/dp+C/qcfqcf+B
Your main light confirm
- cl.C f+B dp+C
a meterless combo from a heavy starter. after a jumpin the dp+C will whiff.
- (j.X) cl.C f+B qcf,hcb+A
a metered combo from a heavy hit or jumpin
- (j.X) cl.C f+A qcb+B/qcfx2+K
corner specific combo.