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The King of Fighters XIII/Robert Garcia
File:Robert.pngFile:Robert sprite.gif
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)
- Can be broken
- Hit Detection: Throw
- Damage: 100
Command Moves
Upper = (f+A)
- Cancellable
- Hit Detection: High
- Damage: 25 x 2
Low Kick = (f+B)
- Cancellable
- Hit Detection: Low
- Damage: 45
Ushirogeri = (B+D) in air
- Can't be cancelled
- Hit Detection: High
- Damage: 55
Triangle Jump (Ushirogeri) = (B+D) near wall
- No damage
Special Moves
Ryugekiken = (qcf+P)
(EX) = qcf+AC
- Super-Cancellable
- Hit Detection: High
- Damage: 65; EX Damage: 60, 70
Ryuga = (dp+P)
(EX) = dp+AC
- Drive- / Super-Cancellable
- Hit Detection: High
- A Damage: 70 (45); C Damage: 75, 45; EX Damage: 100, 70
Hienshippukyaku = (db~f+K)
(EX) = db~f+BD
- Drive-Cancellable (D version only)
- Hit Detection: High
- B Damage: 70; D Damage: 60 x 2; EX Damage: 70, 80
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
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