The King of Fighters 2002/Robert Garcia

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< The King of Fighters 2002
Revision as of 21:17, 2 August 2010 by Emil kof (talk | contribs) (Created page with '= Movelist = == Throws == 1. Ryuuchou Kyaku - b/f+C * Robert grabs the opponent and slams them down, knocking them back 2. Kubikiri Nage - b/f+D * Robert grabs the opponent a…')
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Movelist

Throws

1. Ryuuchou Kyaku - b/f+C

  • Robert grabs the opponent and slams them down, knocking them back


2. Kubikiri Nage - b/f+D

  • Robert grabs the opponent and slams them over his shoulder, in the opposite direction he was facing
  • hard knockdown
  • the opponent gets up with his back turned


Command Normals

1. Uraken - b+A

  • Robert performs a backhand move, which comes out quite slow
  • if it connects, opponent is launched into the air and can be juggled after
  • not practical to use this move in a match due to the speed it comes out and the height which it connects


2. Kouryuu Koukyaku Geri - f+A

  • Robert does a hopping kick, making him move forward in the process
  • overhead
  • cancellable into qcb+K(air) if cancelled into
  • has frame advantage if not cancelled into, allowing you to link other moves after
  • possibly Robert's best move, it plays an important part in his game


3. Ryuu Hanshuu - b/f+B

  • Robert does a forward kick
  • cancellable
  • keeps the opponent in a juggle state if it hits an airborne opponent


Special Moves

1. Ryuugeki Ken - qcf+P

  • Robert winds up and releases a fireball that travels above ground
  • qcf+A has faster startup and recovery time but travels slower
  • qcf+C travels higher above ground than qcf+A, making it easier to duck under by many characters


2. Ryuuga - dp+P

  • Robert performs a rising uppercut that comes out very fast
  • dp+A does one hit and knocks down(two hits if it was a counterhit), while dp+C does two hits, in which only the second knocks down
  • dp+A supercancellable(though nothing will connect), dp+C supercancellable on the first hit
  • dp+C is free cancellable out of on the second hit into qcb+K(air)
  • free cancellable into


3. Gen'ei Kyaku - f b f+K

  • Robert does a series of stationary rapid kicks. If the opponent is hit, they are sucked into a 13 hit combo that knocks back doing good damage
  • f b f+B makes Robert kick for a shorter time than f b f+D, though the damage is the same when the opponent is sucked in
  • free cancellable out of on the last hit, though useless since nothing will connect after


4. Kyokugen-ryuu Renbu Kyaku - hcf+K

  • this is a proximity unblockable - Robert will execute an unblockable attack if they are in range, otherwise it won't come out
  • the move does 4 hits but only the first is unblockable. It's possible for the first one to whiff and the rest to be blocked
  • opponent can be juggled after this move
  • free cancellable out of on the last hit


5. Hien Ryuujin Kyaku - qcb+K(air)

  • Robert does a diagonal kick downwards, where qcb+B goes down at a steeper angle than qcb+D (which is at about 45 degrees)
  • has good recovery and is generally punishable on block as long as it isn't done too deep


DMs

1. Haou Shoukou Ken - f hcf+P

  • Fires a large fireball across the screen
  • has fairly long startup and recovery, can't be comboed into and is very unsafe to throw out


2. Haiga Ryuu - qcfx2+K

  • Robert performs a backhand that looks exactly like b+A, though it has a lower hitbox and doesn't whiff crouchers
  • if it connects, he performs a combo on them doing moderate damage for a DM. Otherwise, he does nothing and recovers relatively fast


3. Ryuuko Ranbu - qcf hcb+P

  • Robert rushes forward. If he connects, he performs an combo doing decent damage
  • if blocked, he is very open to attack
  • A version travels 3/4 screen while C version goes a full screen length, but C version comes out faster


SDMs

1. Ryuuko Ranbu - qcf hcb+AC

  • same properties as his normal DM version but does more damage
  • travels the same length as qcf hcb+A


HSDMs

1. Zetsu!! Ryuuko Ranbu - qcf hcb+BD

  • Robert goes into a stance in which he is invincible to everything except throws. He'll then dash forward about 3/4 screen and perform an unblockable combo that does about 50%


Notes

  • cancellable normals are close A, crouch A, close B, crouch B, close C, crouch C, close D(1), crouch D, jump C, jump D
  • CD is cancellable into special moves and DMs
  • close B is a low attack