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The King of Fighters XIII/Robert Garcia

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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

Discuss at Dream Cancel

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