The King of Fighters 2002 UM/Robert Garcia

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< The King of Fighters 2002 UM
Revision as of 01:02, 4 February 2011 by Krazykone123 (talk | contribs) (Desperation Moves)
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  • cl. A/B/C/D are cancel-able.
  • Close B hits low.
  • Close C/D are great combo starters from mid hitting attacks.
  • Close D does two hits, only the first hit is cancel-able though.


  • Stand B is whiff/cancel-able.
  • Stand D is a good mid ranged poke.


  • cr. A/B/D are cancel-able/whiff cancel-able.
  • Crouch A/B can chain into other lights.
  • Crouch C is a good anti-air attack, links into most of him command normals, special attacks, DM's with ease.
  • Crouch D sweeps the opponent to the ground, whiff cancel-able before the initial hit.


  • j.A/B/C/D all cross-up.
  • Jump C and D are cancel-able.
  • Jump C can be used as a meaty jump-in.
  • Jump A/B/C are all instant overheads.

Blowback Attack

  • CD has great range and can be a good poke if spaced, cancel-able/whiff cancel-able.
  • JCD is easily his best air-to-air move as it stretches far and comes out really fast during a hyper hops.


Kick of the Dragon - (b/f+C)

  • Robert grabs the opponent then does a back flip kicking them in the face.
  • Can be broken.
  • Regular Knockdown.

Decapitating Drop - (b/f+D)

  • Robert grabs them by the collar of their shirt then swings them over shoulder and onto the ground.
  • Can be broken.
  • Reverse Knockdown

Command Moves

Dragon-felling Kick - (f+A)

  • Robert leaps forward to kick the opponent in the face, very standard command normal. This completes Robert pretty well if you like to go for those "block low, hit high!" kinda games with your opponent, it's also rather limited since isn't cancel-able on it's own and Robert only has one move that can link from it.
  • Cancel-able only if you cancel into it first
  • Overhead Attack
  • Combo Advice:Whenever you get into a situation where you did a strong close normal then his f+A always immediately link his Flying Dragon Kick to finish the combo up, the recovery isn't really something you want to sit through.

Back Knuckle - (b+A)

  • Robert turns to hit the opponent in the face with the back of his left hand. There are a couple ways to approach using this command normal, most it doesn't involve comboing from it because the range is poor and the push back doesn't help either. Follow-ups range from his most of his special attacks but only one of his DM's because the recovery holds him back.
  • Cancel-able
  • Combo Advice:If you land his b+A you can use his Ryuuga afterward, Great Spirit Kick is good too, Reverse Dragon Fang DM is the best possible follow-up since it nets you the most damage, stand/crouch normals resets work as well.

Soaring Dragon Kick - (b/f+B)

  • Robert swings left leg forward to hit the opponent in the face, a lot less demanding compared to the other two command normals. Unlike his other two command normals this one actually links from strong normals and keep Robert on the ground for more proficient combo enders, everything from special attacks to DM's work after this move. The hit-box also stretches a good distances and in some instances can be used to safely poke your way into a combo.
  • Cancel-able
  • Combo Advice:When combo'd from a strong C/D you can link either his strong or Max ranbu DM, off of a regular hit you can use Ryuuga, Kyoku Gen Kick Dance then go from there.

Special Moves

Dragon Blast Punch - (qcf+A/C)

  • Robert moves his arm back then propels a fire ball at the opponent, very simple zoning tool. While it doesn't seem like much it compliments Robert's play-style fairly well. It's not gonna help much in a fireball war against characters like Athena, Kensou, or even K' but it still gives him that extra extra edge when he's on the other side of the screen. Both versions has the same amount of start-up (19F) but the speeds in which they travel are different, A version travels slowly while the strong version goes much faster and neither version knocks down.
  • Counteracts other projectiles

Ryuuga - (dp+A/C)

  • Robert does an uppercut, yup it's a your standard dp attack. It can be used as an anti-air, to super cancel, or to finish a combo with style. The weak version almost comes out immediately (4F) and does only one hit which can be super canceled. The strong version only comes out one frame slower, but the attack makes the opponent go much higher into the air and does two hits hits instead of one.
  • Super Cancel-able

Super Cancel Advice: If you ever have the meter to super cancel the most reliable options you have are any version of Ryuuko Ranbu or his Reverse Dragon Fang DM.

Flying Dragon Kick - (in air, qcb+B/D)

  • Robert does a dive kick, not great as his other attacks but still useful. It can be used to beat a few attacks but this move is quite prone to get destroyed by a lot of characters jump CD's, fireballs, as well as a few other air attacks as well. This move can be easily punished as well if you mistime it because of it's rather long start-up and poor recovery on block. It's best used when spaced or combo'd from his jump C/D as they'll eat the attack if they try to punish you, and even cross-up shenanigans. The weak variant has a more vertical arc to it than the strong, learn the differences cause it will help you out.
  • Juggles on Counter Hit

Combo Advice: If you ever land a counter hit low to the ground (like a rtk hit) Reverse Dragon Fang DM can connect as well as his Ryuuga.

Great Spirit Kick - (f, b, f+B/D)

  • Robert sticks his leg and does a barrage of kicks, if the opponent attacks to jump-in or attack you in anyway (besides projectiles) they'll be sucked in and get hit 13 times. Very convenient move when used correctly, this move eats through just about anything, dp's/DM's/SDM's/etc. The start-up isn't really fast enough to make it combo friendly but it still works very well against opponents who like to jump a lot and stay in your face.

Combo Advice: If you even land his Kyokugen Kick Dance this is almost always the preferred combo ender.

Kyoku Gen Kick Dance - (hcf+B/D) close

  • Robert does a quick variation of kicks doing 4 hits then knocking the opponent into the air. Works really well at catching the opponent off guard and can be comb'd from a good variation of his normals, after the last kick re-launches them you can follow-up to finish the combo up.
  • Proximity Unblock-able
  • Combo Advice: Reverse Dragon Kick DM, Ryuuga, and Great Spirit Kick work very well after this move.

Desperation Moves

Haoh Sho Koh Ken - f, hcf + A/C

Ryuko Ranbu - qcf hcb + A/C

Reverse Dragon Fang - qcf x 2 + B/D

Super Desperation Moves

Ryuko Ranbu - qcf hcb + AC


Ryuko Ranbu: Absolute - qcf hcb+BD


  • cr.B×1~2, dp+P/qcfx2+K
  • cr.B×1~2, dp+C, (SC) qcf hcb+C/AC
  • cr.C/cl.D, f+B, qcf hcb+C/AC
  • hcf+K (dash), f b f+K/f+B~dp+C
  • (corner) cl.D, hcf+K, f+B,(BC) B+A, qcf hcb+BD
  • (corner) cl.C/D/cr.C, f+A, cl/cr.B, dp+C, (SC) qcf hcb+C/AC

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Robert Master Class