The King of Fighters XIV/Robert Garcia

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Charaimg robert.png

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Ryuuchou Kyaku - close Bk.gif / Fd.gif + C.gif 

Kubikiri Nage - close Bk.gif / Fd.gif + D.gif

Command Normals

Ryuu Hanshuu  - Fd.gif + B.gif

Kouryuu Koukyaku-Geri - Fd.gif + A.gif

Special Moves

Ryuu-Geki Ken - Qcf.gif + A.gif / C.gif (*)

Ryuuga - Dp.gif + A.gif / C.gif (*)

Hien Senpuu Kyaku - Hcb.gif + B.gif / D.gif (*)

Hien Ryuujin Kyaku - in air, Qcb.gif + B.gif / D.gif (*)

Gen-ei Kyaku - Fd.gif Bk.gif Fd.gif + B.gif / D.gif (*)

Ryuuren • Gen-ei Kyaku - close, Hcf.gif + B.gif / D.gif (*)

Super Special Moves

Haoh Shoukou Ken - Fd.gif Hcf.gif + A.gif / C.gif (!)

Ryuuko Ranbu - Qcf.gifDf.gifQcb.gif + A.gif / C.gif (!)

Climax Super Special Moves

Mu-Ei Senpuu Ryuu Zanshou - Hcf.gif Hcf.gif + B.gifD.gif

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Anywhere
Low, Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) = 231 dmg

1 Meter

Corner
Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (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)

Notation

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

Robert KOFXIV Frama Data Link

Videos

KoF XIV: Robert Beginner Breakdown

Kof XIV Robert 2.01 combos

Robert Slow Motion Hitboxes

External Links

Discussion Threads

Discuss at Dream Cancel

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