Robert Garcia (KoF '94-Era) (KoF '98)

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Introduction

forward back forward kick

Colors

Snka.gif Snkb.gif Snkc.gif Snkd.gif
Robert98 colorA.png Robert98 colorB.png Robert98 colorC.png Robert98 colorD.png

Gameplay Overview

AOF2 / KOF94 Robert still have the normals of the KOF98 version but losts his Command Grabs ,anti air kick and qcf qcf + K DM, but it have a better Ko Oh Ken, a modified damaging Hien Shippu Kyaku added with his classics Hundred Kick Special.

In-depth Analysis

Movelist

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 3/6/5 HL
Robert98 stA.png
Snkb.gif 3/6/6 C,S,Su L
Robert98 clB.png
Low and cancelable, like Kyo's. Great move to slow cancel into f + A (ie inputting f + A a little late in order to have it retain it's overhead properties).
Snkc.gif 4/10/15 C,S,Su HL
Robert98 clC.png
Fast and cancelable, good as a meaty too.
Snkd.gif 7/8*6/13 HL
Robert98 clD1.png
Robert98 clD2.png
Standing Far
Snka.gif 3/6/5 HL
Robert98 stA.png
Not that great for a standing A, can be anti-air vs short hop.
Snkb.gif 5/7/7 HL
Robert98 stB.png
Not bad medium range poke.
Snkc.gif 5/10/21 HL
Robert98 stC.png
Very good and fast long range poke, but some characters can crouch under it.
Snkd.gif HL
Robert98 stD.png
Slower than standing C, but longer range, bigger hitbox, and only Choi/Chin can crouch under it.
Snkc.gif+Snkd.gif 11/4/23 S,Su HL
Robert98 stCD.png
Crouching
Snka.gif 4/6/6 C,S,Su HL
Robert98 crA.png
Snkb.gif 3/6/5 S,Su L
Robert98 crB.png
Nice range cancelable (not chainable into command normals) low, the main poking tool into combos.
Snkc.gif 3/2+3/25 C,S,Su HL
Robert98 crC1.png
Robert98 crC2.png
Very fast anti-air and ground poke! Cancelable. Not bad to slow cancel into f + A.
Snkd.gif 7/5/24 C,S,Su L
Robert98 crD.png
Medium speed long range sweep. Cancelable, and a good meaty. Good to slow cancel into f + A.
Jump
Snka.gif 4/11 -/- H
Robert98 jA.png
Crazy big hitbox but at a sort of weird angle. Can actually cross-up, too.
Snkb.gif 4/9 -/- H
Robert98 jB.png
Can cross up, alright as a jump-in, but jumping D is better.
Snkc.gif 4/9 -/- H
Robert98 jumpC.png
Snkd.gif 8/7 -/- H
Robert98 jD.png
The tip of his foot on this poke tends to beat a LOT of things. One of the best air-to-ground 'poking' moves, or even air-to-air jumping back.
Snkc.gif+Snkd.gif 11/6 KD/- HL
Robert98 jCD.png
Great air-to-air.
Command Normals

f + Snka.gif

16/5/12 H
Robert98 fA.png
Best overhead in the game! Advantage on block, more advantage on hit, and a combo starter off a meaty hit. Not only is it the best overhead, it's great as a long range poke, too. Remember that you can delay the input off of moves chained into this to retain it's slower/overhead properties instead of just comboing. When chained, it combos from hard hits, is non-overhead, and cancelable into the Dive Kick (qcf + K in air).
f + Snka.gif (cancel) 16/5/12 S HL
f + Snkb.gif 16/3/30 S,Su HL
Robert98 fB.png
Always the same speed and cancelable whether it's chained or done alone. Good combo filler, but never stop at this move as it is punishable on block.
Special Moves

Special Moves

  • Lightning Legs Knockout Kick - (hcb + K)


  • Dragon Blast Punch - (qcf + P)


  • Ryuga - (dp + P)


  • Flying Dragon Kick - (air qcb + K)


  • Great Spirit Kick - f b f + K

Desperation Moves

  • Haoh Sho Koh Ken - (f hcf + P)


  • Ryuko Ranbu - (qcf hcb + P)

Combos

  • cr.B, cr.B / cl.B >
    • dp + A


  • cl.C / cr.C >
    • (S)DM A Ryuuko Ranbu (qcf hcb + A)
    • f + B
      • DM A Ryuuko Ranbu (qcf hcb + A)
      • hcb + D
    • f + A > Dive Kick (qcf + K in air) (Corner.)


  • Corner: cl.C / cr.C / f + B > f b f + K, dp + C


  • Meaty: f + A, A Dragon Punch (dp + A) / st.C


  • Meaty & corner: f + A,
    • Second combo.


Use qcf + B, hcb + A to buffer Ryuuko Ranbu (qcf hcb + A)


Strategy Corner

  • MAX: cl.C > f + B > hcb + D

deals almost the same damage as

  • cl.C > f + B > qcf hcb + A

Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM.