-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.
The King of Fighters XIV/Robert Garcia
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Hien Ryuujin Kyaku - in air, + / (*)
Ryuuren • Gen-ei Kyaku - close, + / (*)
Super Special Moves
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Anywhere |
(Combo 1) = (damage number here) dmg |
1 Meter |
Corner |
(Combo 1) = (damage number here) dmg |
2 Meters | Anywhere | (Combo 1) = (damage number here) dmg |
Gameplay Overview
Normals
Standing
- st. A: This cancel-able jab can stop incoming hops at a mid to close range, but whiffs on crouching some characters.
- st. B: This kick has great horizontal range to use a poke. Best used to activate into Max Mode from hit confirmed cr. B's.
- st. C: This fierce punch has a bit more horizontal range than st. A, so it can be used to stop incoming hops early. Whiffs on some crouching characters. -1 on block with a good amount of push-back.
- st. D: Robert performs a round kick aimed at the opponent's head. Can be used as a anti-air to stop hops or jumps in advance. Hits crouching opponents but has a fair amount recovery if whiffed.
Close
- cl. A: A quick elbow aimed at the opponent's jaw. Hits crouching opponents. Can be chained into other light normals. Special cancel-able.
- cl. B: A very high angled side kick. Whiffs on crouching opponents & can stop opponents trying to jump over Robert's head.
- cl. C: This swift punch to the opponent's mid-section can be hit confirmed into his f+B or f+A command normal to start combos. Special cancel-able.
- cl. D: This axe kick hits twice. Can be easily confirm into his command normals, and similar to cl. C, has a great activation range. Special cancel-able.
Crouching
- cr. A: A crouching jab that can be used during combos or can be used to maintain pressure. Can be chained into other light normals.
- cr. B: Your go-to low hit confirm starter. Can be chained into itself (up to 3 times) and is also special cancel-able. Hits low.
- cr. C: This uppercut can be used as an anti-air. Poor recovery if whiffed. Special cancel-able.
- cr. D: A quick sweep that is special cancel-able on whiff and on hit.
Jumping
- j. A: This special cancel-able punch can be used as a either a jump-in attack, or as a late air-to-air attack either advancing forward or jumping backward.
- j. B: Has more horizontal range compared to j. A and has a downward angle that can be used as a jump-in attack, a poke in the air when jumping or hopping backward and can cross up. This kick is also special cancel-able.
- j. C: This punch can be used as a jump-in attack to start combos or pressure, but doesn't have a much horizontal range.
- j. D: Your go-to jump-in attack to start combos or pressure. The angle makes it use similar to j. A or j. B defensively.
Blowback
- st. CD: This thrust kick has enormous horizontal range. Best used as a poke. When hits a standing opponent, a qcf+C can be easily followed up.
- j. CD: This kick points horizontally and is best used as an air-to-air. Can be anti-aired by slides, cr. B's and sweeps if performed too early and not spaced correctly.
Throws
Ryuuchou Kyaku - (b/f+C) close
- Robert steps on the opponents face, then kicks them towards the corner of the screen
- Soft knockdown
Kubikiri Nege - (b/f+D) close
- Robert grabs the opponent then slams them the opposite direction with one hand. The opponent lands close to half-screen away from Robert. Robert recovers slightly before the opponent wakes up.
- Hard knockdown
Command Moves
Ryuu Hanshuu - (f+B)
- Robert spins around to deliver a powerful long ranged side kick aimed at the opponent's jaw.
- This command normal can be canceled from Robert's close & crouching heavy & light normals
- Special cancel-able by itself
- Best used to hit confirm into specials or to activate into Max Mode
- Neutral on block & has a fair amount of push back
Kouryuu Koukyaku-Geri - (f+A)
- Robert performs a slow sobat kick. The horizontal range can reach the opponent at the start of the round.
- Hits overhead
- Special cancel-able only when cancelled from normal attacks
- Since Robert is airborne during this kick, it is not Max Mode activation cancel-able.
- Has Lower body invincibility
Special Moves
Ryuu-Geki Ken - (qcf + A/C)
- Robert throws a shoulder height fireball at the opponent. Great zoning tool to use at a mid to far range away from the opponent.
- Light punch version (A) travels slower than the heavy punch version (C) but recovers a bit faster once the fireball travels halfway across the screen
- Can combo from Robert's close heavy normals, and is f+B command normal attack
- Some characters can evade this fireball by using sliding command normals (example: King's df+D)
- Super cancel-able
EX: Travels fasters towards the opponent, hits 2 twice, causes a juggle-able state
Ryuuga - (dp + A/C)
- Robert performs a fiery dragon punch. Great to use as an anti-air against jump-ins or to use as a reversal. Unsafe if whiffed or blocked.
- Light punch version has fast start-up (4 frames) and upper body invincibility during that start.
- Heavy punch version is a bit slower than the light punch version but has full invincibility during the start, and hits twice
- Super cancel-able
- Soft knockdown
EX: Same start-up speed as the light punch version, hits 5 times, and has full body invincibility for a fair amount of time
Hien Senpuu Kyaku - (hcb + B/D)
- Robert twirl kicks mid-air & towards the opponent.
- Light kick version is -1 frame on block, hits 3 times, can combo from his light and heavy normals, and travels 1/2 screen distance towards the opponent.
- Heavy kick version is a bit slower, but inflicts more damage, hits 4 times and travels a bit farther than the light kick version. Only combos from heavy normal attacks (except crouching heavy kick). -4 on block.
- Can evade some ground skimming projectiles with this move
- Doesn't knockdown
- Light kick version is the preferred version to use. Best used as a pressure tool mid-screen because it's -1F if blocked but can be punished by 1F instant command grabs if Robert is too close.
EX: Robert travels towards the opponent at a 3/4ths screen distance, hits 5 times then pops the opponent in the air for a juggle. Not safe if blocked or whiffed.
Hien Ryuujin Kyaku - in air (qcb + B/D)
- Robert performs a downward angled flying kick in the air, towards the opponent.
- Light punch version travels down diagonally at a steeper angle than the heavy kick version.
- The closer to the ground and deeper this attack is blocked by the opponent causes it to be hard to punish
- Can be canceled from all of Robert's jumping normals
- Soft knockdown
EX: Faster, more damage, and pops the opponent in the air for a juggle follow-up. Can be +5 frames on block if blocked by the opponent deep and close to the ground. Soft knockdown.
Gen-ei Kyaku - (f, b, f + B/D)
- Robert stands stationary while kicking a bunch of times. The opponent is roundhouse kicked, then knocked back half-screen away.
- Unsafe & vulnerable if blocked or whiffed
- Best used as a combo finisher
- Soft knockdown
- Super cancel-able
EX: Active longer than the normal version, more damage, causes a hard knockdown, doesn't push back on block.
Ryuuren • Gen-ei Kyaku - close (hcf + B/D)
- Robert breaks the opponent's defense then performs the end animation of Gen-ei Kyaku.
- No difference between the light and heavy kick versions.
- 7 frame command throw
- Not safe if whiffed
- Soft knockdown
EX: Faster start-up (4 frames) & inflicts more damage. Hard knockdown.
Super Special Moves
Haoh Shoukou Ken - (f,hcf + A/C)
- Robert hurls a giant fireball towards the opponent
- Light punch version (A) travels slower than the heavy punch version (C). The A version is best to punish badly spaced rolls and super jumps, while the C version is best to overrides characters' projectiles, and punish special moves during recovery at a distance.
- Poor recovery if missed
- Hard knockdown
Max: Faster, hits 5 times, more damaging, hard knockdown
Ryuuko Ranbu - (qcf~hcb + A/C)
- Robert rushes the opponent with a flurry of punches and kicks, that ends in a flying kick.
- Best used as a combo finisher or to punish the opponents whiffed or blocked special or super special moves that have poor recovery
- Unsafe if blocked or whiffed.
- Hard knockdown
MAX: Faster start-up, more damaging & has a good amount invincibility throughout
Climax Super Special Moves
Mu-Ei Senpuu Ryuu Zanshou - (hcf, hcf + B+D)
- Robert launches the opponent in the air with a kick, then does a bunch of kicks, then finishes with a flip kick. The opponent lands a character space away from the corner of the screen.
- Has start-up invincibility
- Unsafe if blocked or whiffed
- Hard knockdown
Combos
- (any special information about the character combos if needed)
Rush Auto Combo
Meterless: description here
1 Meter: description here
EX: description here
0 meter
- cr. Bx3, hcb+B = (165 DMG)
(this combo doesn't knock the opponent down but it's easy, moderate damage from a low attack)
- j. C/j. D, st. C, f+B, hcb+B = (251 DMG)
(you can end in hcb+D, but if it's blocked, you may get punished)
- j. C/j. D, st. C, f+B, hcb+K = (251 DMG)
(ends in a hard knockdown)
- j. C/j. D, st. C, f+B, dp+C = (267 DMG)
(more damage, ends in a soft knockdown)
Corner Only
- j. C/j. D, st. C, f+A, air qcb+K, dp+C = (314 DMG)
(ends in a soft knockdown)
1 meter
- j. C/j. D, st. C, f+B, dp+C (SC) qcf~hcb+P = (375 DMG)
(Ends in a hard knockdown)
- j. C/j. D, st. C, f+B, dp+C (SC) f, hcf+P = (391 DMG)
(more damage, and ends in a hard knockdown that will be closer to you)
- j. C/j. D, st. C, f+B [BC], st. C, f+B, hcb+BD, f,b,f + BD = (394 DMG)
(ends in a hard knockdown)
- cr. Bx3 [BC], st. C, f+B, hcb+BD, f,b,f + BD = (307 DMG)
(starts from a low, ends in a hard knockdown)
- j. C/j. D, st. C, f+B [BC], st. C, f+A, air qcb+BD, hcb+BD, f,b,f+K = (397 DMG) {1000 DMG}
(doesnt end in a hard knockdown, but grants more damage. Delay the air qcb+BD as much as possible from the f+A, then do the hcb+BD ASAP)
- cr. Bx3 [BC], st. C, f+A, air qcb+BD, hcb+BD, f,b,f+K = (332 DMG) {1000 DMG}
(its the combo above, but starts with low light hit confirm)
Corner Only
- j. C/j. D, st. C, f+B, dp+C (SC) f, hcf+P = (433 DMG)
(ends in a hard knockdown)
2 meters
- (place combo here) = (place damage amount here)
(place combo description here)
3 meters
- (place combo here) = (place damage amount here)
(place combo description here)
4 meters
- (place combo here) = (place damage amount here)
(place combo description here)
5 meters
- (place combo here) = (place damage amount here)
(place combo description here)
Misc
Frame Data
Videos
KoF XIV: Robert Beginner Breakdown
Kof XIV Robert 2.01 combos
Robert Slow Motion Hitboxes
External Links
Discussion Threads
Discuss at Dream Cancel