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
171
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
141
165
0
25%
Anywhere
Light confirm. You must cancel the 2B fast for the 214D to connect.
2B*3 > 214B
121
145
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.C / 2C have same combo as cl.D.
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 > 623C/214D/646D
189/190/195
230/250/130
0
30%
Anywhere
Uncancelled CD confirm. 214D has better corner carry, 623C is harder to connect but gains more meter. Robert has to start at least mid screen to connect 646D.
CD > 236A/236C
120
160
0
20%
Non-Corner
A useful cancel that also confirms. This will lead into supers with meter as well. 236C connects at some distance without cancelling CD.
CD, (run), 6B > 236A, 623C/214B
225/213
290
0
40%
Near 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. 214B has further reach to connect at specific range.
j.214B/D, 623A
126
140
0
25%
Corner
If the j.214B/D hits very low, you can even get a 623C or 214D after.
EX
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
(2B*3)/(cl.D > 6B) > 214BD, 6B > 646D/623C/214D
223/315
175/230
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 3 less damage and virtually the same oki and a little more meter build, but could save you on time, since the animation for 646B/D is so long. Also end with delay 214D for even better corner carry.
cl.C/2C > 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)/(cl.D > 6B) > 214BD, 6B > 236A, 623C/214B
250/344
235/295
0.5
35%/45%
Near Corner
Near 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, 646D / run, 623C
233/221
230
0.5
30%
Anywhere
Midscreen CD confirm, 43 extra damage doesn't worth the meter after CD scaling nerf.
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 number of times you spend meter on j.214BD is 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 / j.D > 646BD
185
70
0.5
10%
Anywhere
If you're quick you can turn anti-air normals into extra damage. Could follow up with 623a in the corner.
CD, run, 6B > 236A, 214BD, 646B / (623A, 623A)
271/248
320
0.5
35%/49%
Near Corner
The same use case as 214B follow up.
CD, 6B > 236A, cl.C > 646BD > 623A
301
320
0.5
45%
Corner
Becomes the best CD corner combo route since CD scaling nerf.
CD, j.214B, 214BD, 6B > 236A, 623C
254
350
0.5
48%
Corner
Useless since CD scaling nerf.
j.CD (Counter), 6B, cl.C > 646BD, 623A
346
350
0.5
35%
Corner
Very easy to confirm, safe on normal hit or block, high damage. Could delay 6B to add 236A before cl.C (392 damage).
236AC, 6B > 236A, 623C/214D
285/289
100
0.5
30%
Corner
Could catch the opponent by surprise near the corner.
1 Bar
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
(2B*3)/(cl.D > 6B) > 214BD, run, CD > 646BD
255/340
190/250
1
20%
Anywhere
You can use run cl.C / hop j.D instead of CD for a slightly easier combo for 3 less damage. Not worth the 0.5 meter for extra 30 damage.
In corner CD combos like this, against smaller characters, you'll have to omit the first 236A and cancel straight into the 214BD. (but it drops to 329 which almost the same as 0.5 bar combo)
Safe on normal hit or block, high damage. 214BD could drop sometimes, could delay 6B to add 236A before 214BD (474 damage).
236CD, 6B > 646B/D
251
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, 5A > 646BD > 623A
209
60
1
20%
Corner
For some reason, 623A juggle only works after a 5A into 646BD, and not with 2A.
(2B*3)/(cl.D > 6B) > 214BD, 6B > 646B/D > 236214C
322/417
120/130
1.5
35%
Anywhere
646B/D cancel window is improved.
cl.C > 6A > j.214BD, 6B > 236A > 236214A/C
447
190
1.5
20%
Anywhere
Previous max midscreen damage with 1.5 bar.
cl.C > 6A > j.214BD, 646D > 236214C
463
190
1.5
35%
Anywhere
Max midscreen damage with 1.5 bar, cl.C needs to be near to connect.
This was the max damage from a corner CD (scaling nerf it from 469 to 397). 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.
Remember to omit 236A on smaller characters (damage reduce to 428), or change the first 236A to 236AC to get almost same damage (455).
2B*3 > 214BD, 6B > 646B/D > 236214AC/641236AC
390/381
120
2.5
35%
Anywhere
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 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.
Command grab combo. If ends with climax is only 386 damage.
(QM) 41236BD, 2A > BC, 646BD, 623A > 214236CD
443
90
3.5
5%
Corner
Only 10 more damage than the above. 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 hold the button to have more time to input the Climax.
Robert's highest damage without raw max activation. A litter more than cl.D > 6A > j.214D, 623C > 641236AC > 214236CD (806). If begins with j.D, total damage is 861.