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The King of Fighters XV/Robert Garcia

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The King of Fighters XV

OverviewStrategyDataCombosReplays

Robert is the assistant instructor at Ryo's dojo. As the legitimate heir of the Garcia Foundation in Italy, Robert joined the Kyokugenryu dojo against the wishes of his father and quickly became Ryo's best friend and training partner.
Robert excels at kick attacks with his long legs. Robert also has not-so-secret feelings for Ryo's sister, Yuri.
Jump: 41f
Hop: 33f
Backdash: 26f
Run Speed Ranking: 5

Gameplay Summary

Unlike his friend Ryo, who specializes in close-range offense and pressure, Robert serves as the standard all-rounder shoto of the King of Fighters series. Robert has excellent reach on many of his normals and a variety of different specials at his disposal, allowing him to play a multitude of roles and making him great for beginners.

Robert is very good at controlling space. His kick normals, including 6A, 6B, and his CD, have a lot of range, which can make it hard for opponents to get within effective range of Robert when he's on the offensive. His signature fireball, Ryuu-Geki Ken (236P[P]) is great for pressuring the opponent from afar. If they try to jump in, they can get hit by Ryuuga (623P[P]), Robert's meterless reversal. These moves work excellently in tandem with one another, where Robert can pester opponents trying to get in on him and push them out before they are able to succeed.

Still, Robert is no ordinary shoto. He has multiple unique tools, including a divekick he can use to pressure from the air (j.214K[K]) and his signature proximity unblockable (41236K[K]) which he can use to crack open opponents up close. Lastly, he has an excellent combo ender (646K[K]) which does great damage and gives Robert plenty of time to super cancel.

Overall, Robert has no real flaws, but where he might struggle is with his damage output, which is relatively low, but not a huge worry if you are good at playing defensively. If you want a character that is capable of everything without having to make a lot of sacrifices, then Robert may be a good choice for you. Robert is frequently put on point to capitalize on his zoning abilties.

Robert Garcia is an all-rounder shoto with great range and multiple ways to crack open opponents, at the cost of lower damage.
Pros Cons
  • Jack-Of-All-Trades: With a solid fireball game and mix-up options, Robert can succeed well in any role. He's probably the most standard shoto in the game, but also comes with all the standard shoto benefits.
  • Long Legs: Robert's kick normals take great advantage of his legs and thus have great range and solid safety. 6B stands out as a nasty callout tool and midrange poke that moves him forward, while his 2B can be cancelled into 214BD for good damage and corner carry midscreen.
  • Good Pressure: Robert's corner game is solid overall. He has good normals for keeping up the attack and his fireballs can help cover his block strings. Robert even has a command grab for opening up opponents who have been blocking for too long.
  • Easy: Robert has no bad tools, which means his entire kit is very accessible. He has versatile and easy combo options and can spend 0.5 bars to extend combos very easily.
  • Slow Fireballs: Robert's fireballs are a tad slower than usual, meaning it can be hard for him to punish jump-ins during a fireball war.
  • Mediocre Damage: Robert does noticeably lower damage than a lot of the cast, even with meter. Robert will have to spend a little more meter in order to secure a KO.


Movelist

(*) = EX OK

(!) = MAX OK

(Midair Only) = Can only be done in the air.

Throws

Ryuuchou Kyaku - (close) / +

Kubikiri Nage - (close) / +

Command Normals

Ryuu Hanshu - +

Kouryuu Koukyaku-Geri - +

Special Moves

Ryuu-Geki Ken - + / (*)

Ryuuga - + / (*)

Hien Senpuu Kyaku - + / (*)

Hien Ryuujin Kyaku - + / (*) (Midair Only)

Gen-ei Kyaku - + / (*)

Ryuuren Gen-ei Kyaku - + / (*)

Super Special Moves

Haoh Shoukou Ken - + / (!)

Ryuuko Ranbu - + / (!)

Climax Super Special Moves

Mu-Ei Senpuu Ryuu Zanshou - +

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Low Confirm
Anywhere

2B > 2B > 2B > 214D = 141 dmg
5C > 6B > 214D = 214 dmg

0.5 Meter

Low Confirm
Anywhere

2B > 2B > 2B > 214BD > 6B > 623C = 220 dmg
5C > 6B > 214BD > 6B > 623C= 301 dmg

1 Meter

Low Confirm
Anywhere

2B > 2B > 2B> 214BD > 5C > 646BD = 298 dmg
5C > 6A > j.214BD, 6B > 214BD, 646B/D = 380 dmg

2 Meters

Placeholder
Placeholder

( = dmg
( = dmg

Normals

Far Standing Normals

far A

far A
f.A
f.A
25 Mid special 5 3 9 +3 +1 - 30 60
  • Whiffs on crouchers.
  • Chains from other light normals.
  • Plus on block.

A high jab. Standard KOF jab. Stop hops with it.

far B

far B
f.B
f.B
30 Mid super 7 3 12 0 -2 - 30 60
  • Chains from other light normals.

A quick mid kick. Excellent poke. Pester your opponent with this. The range makes for a consistent block string ender, and Robert is not that negative after it.

far C

far C
f.C
f.C
70 Mid special 7 5 16 0 -2 - 70 120
  • Whiffs on crouchers.

A very fast, special-cancellable st.C. Go-to neutral control tool as well as combo starter.

far D

far D
f.D
f.D
80 Mid super 7 5 23 -7 -9 - 70 120
  • Whiffs on crouchers at max range.

A high roundhouse. The hitbox is huge, making this a good preemptive anti-air.

Close Standing Normals

close A

close A
cl.A
cl.A
25 Mid command 4 3 8 +4 +2 - 30 60
  • Plus on block.
  • Chains into and from other light normals.
  • Can be used for a throw bait.

A high elbow. 1f faster than cl.B, but cl.B is overall better for defense. Okay in pressure due to the plus frames. This also adjusts Robert's collision box, which would push him out of throw range when done on an opponent's wake up.

close B

close B
cl.B
cl.B
30 Mid super 6 4 8 +3 +1 - 30 60
  • Whiffs on crouchers.
  • Chains from other light normals.

The vertical hitbox is very high, making this a good option against jumps directly above your head. cl.D is bigger but the damage is similar since cl.D is two hits, and cl.B has less risk to throw out. Be careful in the corner as Robert's collision box is pushed forward when using this. Never use this in grounded strings, as it completely misses on crouchers.

close C

close C
cl.C
cl.C
70 Mid command 5 5 15 +1 -1 - 70 120

A gut punch. Standard cancel filler, with a decent 5f start-up. cr.C has better range however, with no drawbacks.

close D

close D
cl.D
cl.D
80 (40+40) Mid command 6 14 13 +2 0 - 70 120

A 2-hit axe kick. Your go-to confirming heavy. Tech throws with this button in case they jump, as it covers a good area above Robert's head. One thing to note is that the two hits cause significant pushback on hit, which causes some 6A combos to whiff midscreen. You'll want to open with a C normal instead, or cancel only the first hit of cl.D.

Crouch Normals

crouch A

crouch A
2A
2A
25 Mid command 4 3 9 +3 +1 - 30 60
  • Plus on block.
  • Chains into and from other light normals.

A low punch. You can use this in block strings for plus frames, but the range is not that great, so you're limited in how many light normals you can chain.

crouch B

crouch B
2B
2B
15 Low command 4 3 11 +1 -1 - 30 60
  • Chains into and from other light normals.

A low kick. Easy to use 2B for opening up opponents low.

crouch C

crouch C
2C
2C
70 Mid - 5 5 24 -8 -10 - 70 120

A crouching uppercut. Good anti-air and has the farthest range between cl.D and cl.C. You can use this for more consistent heavy confirms from jump ins.

crouch D

crouch D
2D
2D
80 Low command 8 5 24 SKD (20: Tech / 47: Non-tech) -10 - 70 120
  • Whiff cancelable.

A low sweep. Good range and cancellable even on whiff for safety. Has a low profile, letting Robert go under shallow jump-ins and projectiles.

Jump Normals

Jump A

jump A
j.A
j.A
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

40 High special 4 6 1 on ground - - - 30 50

jump jump

45 High special 4 8 1 on ground - - - 30 60

An airborne jab. Has a higher hitbox than his other jump normals, but overall overshadowed by his other moves.

Jump B

jump B
j.B
j.B
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

40 High special 6 9 1 on ground - - - 30 50

jump jump

45 High special 6 12 1 on ground - - - 30 60
  • Can cross up.

A short air kick. This crosses up, giving Robert another mix-up tool he can use.

Jump C

jump C
j.C
j.C
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

70 High special 6 7 1 on ground - - - 70 100

jump jump

70 High special 6 7 1 on ground - - - 70 120

A downwards heavy punch. Has the same speed as his light air normals. You can use this to feint an empty jump or hit a low profiling opponent.

Jump D

jump D
j.D
j.D
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

70 High special 8 7 1 on ground - - - 70 100

jump jump

70 High special 8 7 1 on ground - - - 70 120

A classic air roundhouse. His overall best jump in, with a strong hitbox and good active frames.

Rush Moves

rush
cl.AA/cl.AAX
cl.AA/cl.AAX
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

cl.AA cl.AA

50 (25+25) Mid - 8 - - -12 -14 - 60 (30+30) 120 (60+60)

cl.AAX cl.AAX

70 (25+25+25) Mid - 6 - - -6 -8 - 30 (30+0+0) 180 (60+60+60)
  • Placeholder

Blowback

Blowback

Blowback
CD
CD
75 Mid special 14 5 19 Splat (+76~+92) -1 - 100 160

A sharp kick forward. Fantastic range and speed. Robert has an easy time picking up combos from this anywhere on screen thanks to his massive 6B, so the threat of this normal is huge. Cancelling into fireball grants pushback and also a confirm if it hits, but is generally weaker than if uncancelled.

ShatterStrike

Shatterstrike
236CD
236CD
75 Mid - 15 6 27 Crumple (+93) -10 - 0 200

Fantastic and beating grounded attacks with its range.

jump CD

jump CD
j.CD
j.CD
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

75 Mid special 14 6 1 on ground - - - 80 120

jump jump

75 Mid special 14 7 1 on ground - - - 80 140

A high angled kick. Large hitbox and active for awhile. Great for offense and defense.

Throws

Ryuuchou Kyaku

Ryuuchou Kyaku
(close) 4/6C
(close) 4/6C
100 N/A - 1 1 0 HKD (+50) Unblockable - 0 0

Robert climbs on his opponent and kicks them away. The oki is not great after this, but it does send them fullscreen to set up a fireball game.

Kubikiri Nage

Kubikiri Nage
(close) 4/6D
(close) 4/6D
100 N/A - 1 1 0 HKD (+26) Unblockable - 0 0

Robert chucks his opponent over his shoulder. Similar story to his forward throw in terms of oki and screen position. If Robert is cornered when he uses this, he is left right next to his opponent.

Command Moves

Kouryuu Koukyaku-Geri

Kouryuu Koukyaku-Geri
6B
6B
60 [40] Mid special 15 4 17 0 -2 - 30 60
  • Values in [] indicate when the move is cancelled into.
  • Heavy confirm normal.
  • Causes a juggle.
  • Can be cancelled in chains or by itself.

An advancing backwards kick. Makes heavy confirms easy as Robert, and also has juggle points that allow him easy and damaging combo extensions. The move is very large, so it can be used to tag opponents in neutral while being safe on block. It's not the best on whiff however so be careful if using it like this.

Ryuu Hanshu

Ryuu Hanshu
6A
6A
60 [45] High [Mid] - 22 [20] 4 17 +2 -2 - 30 60
  • Values in [] indicate when the move is cancelled into.
  • Overhead.
  • Cancel version loses overhead properties, but becomes special cancelable.
  • Can jump over low attacks and ground projectiles.

A short hop into a kick. While not a terribly rewarding overhead, pestering opponents with this opens them up for 2B confirms. This also can be used as a low crushing frame trap in strings.

Although difficult to time, if this hits meaty on someone's wakeup, you can link a 2A after into a combo. Robert will be throw invincible while doing this as well so it can be a useful set-up to learn.

Special Moves

Ryuu-Geki Ken

Ryuu-Geki Ken
236A/C/AC
236A/C/AC
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

65 Mid super 15 Full Screen Projectile 32 -6 (Close) to 26 (Max Range) -8 (Close) to 24 (Max Range) - 60 60

C C

65 Mid super 14 Full Screen Projectile 37 -11 (Close) to 24 (Max Range) -13 (Close) to 24 (Max Range) - 60 60

AC AC

87 (40+50) Mid - 15 Full Screen Projectile 32 SKD (42: Tech / 69: Non-tech) 1 (Close) to 20 (Max Range) - 0 60 (30+30)
  • A and EX version recovers in 32f.
  • C version recovers in 37f.
  • Strength determines projectile speed.
  • EX version will beat normal projectiles.

Classic fireball. Robert's is a high fireball so it's more difficult to hop over but prone to low profiling. This is the bread-and-butter of Robert's game plan. Use the A fireball to control space and force an approach. Use the C fireball to interrupt spacing attempts and disrupt their timing. The EX version helps in projectile wars and also causes a knockdown.

Cancelling into fireballs is usually a safe way of ending your block strings, but some characters can interrupt with a low-profiling move or reversal, and every character can get a punish if they Guard Cancel Roll the normal you cancelled.

Ryuuga

Ryuuga
623A/C/AC
623A/C/AC
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

70 [45] Mid super 4 10 36 (11 on ground) SKD (21: Tech / 48: Non-tech) -27 Full body against Physical Air Strike: 1 to 5 (5 Frames) / Throw Invincible: 1 to 5 (5 Frames) 60 [40] 80

C C

112 (70+45) Mid super (1) 6 15 39 (13 on ground) SKD (20: Tech / 47: Non-tech) -30 Full Body: 1 to 10 (10 Frames) 100 (60+40) 120 (80+40)

AC AC

174 (70+30+30+30+30) Mid - 4 16 44 (9 on ground) SKD (31: Tech / 58: Non-tech) -36 Full Body: 1 to 11 (11 Frames) 0 120+ (80+20+20+...)
  • Values in [] indicate when the move hits during later frames.
  • A version has upper body invincibility.
  • C and EX versions has full body invincibility.

Classic shoto uppercut. The A version is ideal for anti-airs, while the C and EX version can be used as reversals. The EX version is 4f start-up, which lets it beat some safe jumps. Both the A and C versions can be cancelled, and with the way their damage is distributed they will do the same amount of damage even though the C version is usually stronger.

Hien Senpuu Kyaku

Hien Senpuu Kyaku
214B/D/BD
214B/D/BD
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

94 (30+30+40) Mid - 10 2 (5) 2 (6) 2 22 (11 on ground) SKD (31: Tech* / 58: Non-tech) -5 - 100 (20+20+60) 80 (30+30+20)

D D

119 (30+30+30+40) Mid - 12 2 (6) 2 (6) 2 (6) 3 23 (16 on ground) SKD (28: Tech / 55: Non-tech) -7 - 120 (20+20+20+60) 110 (30+30+30+20)

BD BD

99 (20+15+15+15+50) Mid - 10 2 (3) 2 (3) 2 (3) 2 (18) 5 22 (20 on ground) SKD (46: Tech / 73: Non-tech) -8 - 0 110 (20+20+20+20+30)
  • Jumps over ground projectiles and some low moves.
  • B and D versions cause a soft knockdown.
  • EX version launches.

Robert's "tatsu". Primarily a combo tool and the occasional call out against low moves. All versions combo from lights, and the oki from the D version is especially good. The B version can be hard to punish as some characters, especially when spaced, and also allows for a 623A or 623AC followup in the corner.

Hien Ryuujin Kyaku (air)

Hien Ryuujin Kyaku (air)
j.214B/D/BD
j.214B/D/BD
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

60 Mid - 16 Active until on ground 15 SKD (+42) best 0 (Lowest height) to -11 (Highest height) - 80 60

D D

60 Mid - 16 Active until on ground 15 SKD (+42) best 0 (Lowest height) to -11 (Highest height) - 80 60

BD BD

100 Mid - 16 Active until on ground 16 SKD (+53) best 1 (Lowest height) to -8 (Highest height) - 0 80
  • Strength determines the angle of the move.
  • Frame advantage if the divekick hits the opponent's guard deep enough.
  • EX version sends the opponent upwards for better combos.

Robert's divekick. Although this can be used to vary your jump angles, this is primarily a combo tool from cancelled 6A as it's difficult to get this to have frame advantage, although it is possible.

Gen-ei Kyaku

Gen-ei Kyaku
646B/D/BD
646B/D/BD
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

130 (0+8+9+8+9+8+9+8+9+8+9+8+9+8+20) Min:60 Mid super 15 1 (5) 1 (5) 1 (5) 1 (5) 1 (5) 1 (5) 1 (5) 1 (5) 1 (5) 1 38 SKD (34: Tech / 61: Non-tech) -62 - 0 <20

D D

130 (0+8+9+8+9+8+9+8+9+8+9+8+9+8+20) Min:60 Mid super 15 1 (5) 1 (5) 1 (5) 1 (5) 1 (5) 1 (5) 1 (5) 1 (5) 1 (5) 1 38 SKD (34: Tech / 61: Non-tech) -62 - 0 <20

BD BD

123 (0+8+8+8+8+8+8+8+(8*7)+50) Min:86 Mid - 9 1 (4) 1 (4) 1 (4) 1 (4) 1 (4) 1 (4) 1 (4) 1 (4) 1 (4) 1 38 HKD (+74) -20 - 0 50
  • Combo tool.
  • EX version has anywhere juggle.

A rapid series of kicks. This is Robert's highest damage combo ender for juggles. The EX version is notable, as it has anywhere juggle, meaning it can combo even after air resets. The small range of this move makes that hard to take advantage of outside of the corner, but it leads to strong combos regardless. Damage reduce has been changed on the move, normal version only counts as 1 hit regarding Damage scaling. Ex version counts as 10 hits [damage representation has been modified accordingly, with last 7 hits counting as 1 hit only] - So you get 50% Damage reduce in the end

Ryuuren • Gen-ei Kyaku

Ryuuren • Gen-ei Kyaku
41236B/D/BD
41236B/D/BD
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

108 / Min:31 N/A - 7 1 46 SKD (35: Tech / 62: Non-tech) Unblockable Full Body: 7 (1 Frame) 0 0

D D

108 / Min:31 N/A - 7 1 46 SKD (35: Tech / 62: Non-tech) Unblockable Full Body: 7 (1 Frame) 0 0

BD BD

93 / Min:36 N/A - 7 1 44 Juggle - HKD (+61) Unblockable Full Body: 7 (1 Frame) 0 0
  • Command grab.
  • EX version can be juggled after.

Robert grabs the opponent with his knee and combos them. A unique tool for a shoto to have, and makes Robert just the more scary when pressuring. The range is about the range for close proximity normals. This doesn't cause a hard knockdown, but Robert still has enough time to run up and establish a low/throw mix up, even on quick rise. The EX version leads to a short combo after, although the range on the initial grab is a little smaller.

Super Special Moves

Haoh Shoukou Ken

Haoh Shoukou Ken
641236A/C/AC
641236A/C/AC
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A or C A or C

180 (min 90) Mid advanced, climax 17 Full Screen Projectile 61 HKD (+49) -30 (Close) to 2 (Max Range) Full Body: 1 to 3 (3 Frames) 0 0

AC AC

320 (55*4+100) Mid climax 12 Full Screen Projectile 79 HKD (+51) -28 (Close) to -13 (Max Range) Full Body: 1 (1 Frame) 0 0
  • C Version is faster than the A Version.
  • Can be reflected.

Robert sends a massive fireball forward. Notably used in CD confirms. The C version can be used as a hard read against fireballs.

The MAX version is even faster than the C version, making it easier to go through a fireball and punish with this.

Ryuuko Ranbu

Ryuuko Ranbu
2363214A/C/AC
2363214A/C/AC
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

200 (10*13+25+45) Mid advanced, climax 8 16 31 HKD (+49) -29 Full Body: 1 to 4 (4 Frames) - -

C C

200 (10*13+25+45) Mid advanced, climax 16 16 31 HKD (+49) -29 Full Body: 1 to 5 (5 Frames) - -

AC AC

334 (10*9+8*19+20+80) Mid climax 8 16 31 HKD (+44) -29 Full Body: 1 to 23 (23 Frames) - -
  • Only EX version has invincibility.

Classic ranbu super. The EX version is notable since it's even better at going through fireballs or pokes than 641236AC.

Climax Super Special Moves

Mu-Ei Senpuu Ryuu Zanshou

Mu-Ei Senpuu Ryuu Zanshou
2141236CD
2141236CD
440 (75+14*8+20+14*9+130) Min:231 Mid - 10 5 34 HKD (+1) -20 Full Body: 1 to 14 (14 Frames) 0 0

Standard cinematic Climax. Offers no oki after.

Misc

Alternate Colors

Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
Color 7
Color 8


Videos

{{#ev:youtube|9zhnEChRrmg|||Ryo Sakazaki and Robert Garcia Reveal Trailer|frame}}

The King of Fighters XV

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The King of Fighters XV
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