Use the corresponding starter(s) from the 'Starters' section of this page.
>
Cancel the previous move into the following move. If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').
,
Link the previous move into the following move.
(X)
A move in brackets must whiff (not hit). Can also mean the move must be Kara Canceled.
~
Cancel the previous special into the following special.
cl.
Close to opponent.
f.
Far from opponent.
j.
Jumping move.
AA
Anti-air. Hit the opponent while they're mid-air.
[X]
Hold input briefly.
P & K
P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.
X/Y
Do either X move or Y move in a combo (Both final damage & stun values will be shown).
X * N {X} * N
Repeat 'X' input 'N' amount of times. Multiple inputs will be bundled into "{}".
Starters
Keep in mind: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
The other starters in each table should also work in each case, but may not.
Light Starters
Combo
Damage
Notes
?
Standard low light confirm.
Heavy Starters
Combo
Damage
Notes
j.X > ?
Standard jump-in starter.
Other Starters
Combo
Damage
Notes
CD
75
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
Unless stated otherwise, assume cl.D is hitting for both hits.
When doing midscreen confirms from heavies, Robert can generally get more stun with comparable damage by doing Shatter Strike cancels and using the combo route 0.5 meter below the amount of meter you intended to spend.
Rush Auto Combo
Combo
Damage
Meter cost
notes
cl.A > A > A > B
164
0
Rush combo ending in a special move.
cl.A > A > A > C
233
1
Rush combo ending in a super.
cl.A > A > A > D
335
2
Rush combo ending in a Max super.
cl.A > A > A > A
441
3
Rush combo ending in a Climax super.
Meterless
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
2B*3 > 214D
184
210
0
25%
Anywhere
Light confirm. You must cancel the 2B fast for the 214D to connect.
2B*3 > 214B
164
190
0
25%
Anywhere
Using 214B as your ender leaves them standing, which can make it easier to threaten with command grab after.
cl.D > 6B > 214D
224
220
0
30%
Anywhere
Heavy starter combo.
cl.D > 6A > j.214B, 623C
271
280
0
40%
Corner
Corner combo. If you try to confirm this and it's blocked, j.214B is safe barring some command grabs, so it's better to cancel. 6A by itself would leave you at universal throw range.
CD, run, 6B > 236C
178
190
0
20%
Anywhere
Uncancelled CD confirm.
CD > 236A
130
160
0
20%
Non-Corner
A useful cancel that also confirms. This will lead into supers with meter as well.
CD, 6B > 236A, 623C
261
290
0
40%
Corner
Corner CD confirm. CD is safe enough on it's own, so try to avoid cancelling into fireball near the corner so you can get this confirm. The range on 6B is large enough to where this can connect even if you're a bit of a distance from the corner. When cancelling 6B into 236, if you get 623 too often, input 236 as 2369 instead.
j.214B/D, 623A
126
140
0
25%
Corner
If the j.214B/D hits very low, you can even get a 623C after.
EX
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
(2B*3)/(cl.D > 6B) > 214BD, 6B > 646B/D
265/310
220/230
0.5
30%
Anywhere
Robert's light and heavy confirms are the same midscreen. The meter build and corner carry is quite nice. You can cancel into 623C at the end instead for just 2 less damage and virtually the same oki and meter build, but could save you on time, since the animation for 646B/D is so long.
cl.C > 6A > j.214BD, run, 623C
297
200
0.5
30%
Anywhere
6A > j.214BD only works midscreen after a close C normal or one hit of cl.D. This combo is not as strong as the 214BD confirm, but will lead to stronger combos with more meter to work with.
2B*3 > 214BD, 6B > 236A, 623C
293
280
0.5
45%
Corner
Light corner confirm. Close to refunding the bar used.
cl.D > 6A > j.214B/D, 214BD, 6B > 236A, 623C
384
370
0.5
55%
Corner
Meter positive corner combo.
CD, run, 6B > 214BD, run, 623C
261
230
0.5
30%
Anywhere
Midscreen CD confirm.
41236BD, 623A
138
60
0.5
20%
Anywhere
Some extra damage after an EX command grab.
j.214BD, 623C
206
100
0.5
25%
Anywhere
The amount of times you will be blowing meter on j.214BD are rare, but if you do land one, you can always get a 623C after. Sometimes you can get a 6B in there too, but it's height dependent.
2C anti air > 646BD
202
70
0.5
10%
Anywhere
If you're quick you can turn anti air normals into extra damage.
CD, 6B > 236A, cl.C > 646BD > 623A
332
320
0.5
45%
Corner
1 Bar
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
2B*3 > 214BD, run, CD > 646BD
298
190
1
20%
Anywhere
You can use cl.C instead of CD for a slightly easier combo for 3 less damage. If you end up in the corner you can add on a 623A.
cl.D > 6B > 623A > 236214A/C
344
160
1
30%
Anywhere
Simple super confirm. Does more damage than the light confirm combo.
CD is inconsistent after a juggled 214BD, so cl.C will suffice.
CD, 6B > 236A, 214BD, 236A, cl.C > 646BD, 623A
411
380
1
50%
Corner
In corner CD combos like this, against smaller characters, you'll have to omit the first 236A and cancel straight into the 214BD.
236CD, 6B > 646B/D
245
30
1
75%
Anywhere
Shatter Strike confirm. If the Shatter Strike hits airborne, use 623C instead for consistency. In general your Shatter Strike combos will match your uncancelled CD combos.
236CD, 6B > 236A, 623C
297
190
1
80%
Corner
Your corner Shatter Strike combos will match your CD corner combos.
41236BD, 623AC
161
0
1
0%
Anywhere
41236BD, 2B > 646BD, 2A
203
60
1
5%
Corner
For some reason, you cannot juggle 623A after the 646BD here.
2B*3/cl.D > 6B > 214BD, 6B > 646B/D > 236214A/C
364/409
120/130
1.5
35%
Anywhere
Cancelling 646B/D into ranbu super has a strange window that's later than expected. Be sure to wait after the 15th hit.
Max damage from a corner CD. The further back your opponent was from the corner when the CD hits, the higher you can do the j.214BD. You may need to do it higher for the extra horizontal range. These combos do not work after a Shatter Strike.
This combo is only marginally stronger than your 2 Bar combo with Quick Max, but much harder as the cancel from 646B/D must be done as late as possible, around the apex of your opponent's launch, or else the super will whiff. Overall not worth it but could be useful to know the cancel.
cl.C > 6A > j.214BD, 6B > 236A > 236214AC
551
190
2.5
25%
Non-Corner
Robert's only efficient use of 2.5 meter midscreen. Otherwise use your 2 meter combos by themselves or after a Shatter Strike cancel.
1000 Max confirm. Microdash 623A/C is technically possible instead of 6B after j.214BD, but the timing to both connect the 623A/C low enough and properly cancel into the Climax is not worth it for the extra 6 damage.
1250 Max confirm. Using cl.C instead of cl.D after the Quick Max saves Max timer to fit the super and Climax. At 1500 Max Guage, use cl.D after the Quick Max instead.
Letting Robert run for a little after the Quick Max is what allows the 623A to connect here. Input 623A as early as possible and ohld the button to have more time to input the Climax.