The King of Fighters '98/Robert

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Robert98 stance.gif


Robert Garcia, aka Steven Seagal, is an Italian actor/gigolo. He's starred in many action/martial arts films such as Under Siege and Under Siege 2: Dark Territory.


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

Gameplay Overview

Robert is a pressure/mixup/rushdown with long limbs and great control of the air as well. He has a couple key moves like his overhead and rapid kicks that allow him to pressure constantly in the corner. He is one of the better characters in KOF98 at guard breaks and accumulating stun (dizzy) damage quickly. His air and ground pokes have great reach as well, making Robert a very well-rounded and beastly character who falls just below the top tier. He's a great character for a beginner and doesn't require much more than average execution skill.

In-depth Analysis


Frames Advantage Cancel Block Hitbox Notes
Normal Throws
b / f + Snkc.gif 0/-/- KD/- - Grab
Robert98 grab.png
Breakable, forward knockdown, face forward, rollable.
Preferred, since it doesn't have the blue grab 'effect' when it connects, which makes it harder to break on reaction.
b / f + Snkd.gif 0/-/- KD/- - Grab Breakable, reverse knockdown, back turned, un-rollable.
Standing Close
Snka.gif 3/6/5 +1/-1 - HL
Robert98 stA.png
Good priority vs short hop. Not cancelable.
Snkb.gif 3/6/6 0/-2 C 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 -5/-7 C HL
Robert98 clC.png
Fast and cancelable, good as a meaty too.
Snkd.gif 7/8+6/13 +1/-1 -/- HL/HL
Robert98 clD1.png
Robert98 clD2.png
Standing Far
Snka.gif 3/6/5 +1/-1 - HL
Robert98 stA.png
Not that great for a standing A, can be anti-air vs short hop.
Snkb.gif 5/7/7 -2/-4 - HL
Robert98 stB.png
Not bad medium range poke.
Snkc.gif 5/10/21 -11/-13 - HL
Robert98 stC.png
Very good and fast long range poke, but some characters can crouch under it.
Snkd.gif 8/4/25 -9/-11 - 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 KD/-5 S,Su HL
Robert98 stCD.png
Snka.gif 4/6/6 0/-2 C HL
Robert98 crA.png
Snkb.gif 3/6/5 +1/-1 C 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 -10/-12 C (1st part) 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 KD/-11 C L
Robert98 crD.png
Medium speed long range sweep. Cancelable, and a good meaty. Good to slow cancel into f + A.
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/- S HL
Robert98 jCD.png
Great air-to-air.
Command Normals

f + Snka.gif

16/5/12 +3/+1 - 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. If it hits, you can go for a type of 50/50 with hcf + K throw or cr.B > hcb + B. The meatier the better. Remember that you can delay the input off of mvoes 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 +3/+1 S (air moves) HL
f + Snkb.gif 16/3/30 -13/-15 S 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

qcf + Snka.gif

18/1+15/14 HL
Robert98 qcfP1.png
Robert98 qcfP2.png
Fireball aka Yooooou Big Chink(qcf + P)
C version stays out longer. A version is not a bad move to chain stuff into for safety/combo. Can beat certain things, like Choi flying at you. Just be careful, there is a blind spot in between Robert and the fireball, and if you whiff it you're going to get punished if your opponent has good reactions (or any reactions at all in case of the C version). Good as a meaty, too.

qcf + Snkc.gif

23/1+27/20 HL

dp + Snka.gif

3/3+12/22 HL
Robert98 dpA1.png
Robert98 dpA2.png
Dragon Punch (dp + P)

Yeah! It's a dragon punch. A version is fast and has a nice forward hitbox, but only has one frame of invincibility. C version has fully invincible start-up but only upper-body invincibility during the active frames and doesn't knock down on the first hit, so use it as anti-air only. Good to combo off a meaty f + A mid-screen on the characters that can crouch under his standing C.

dp + Snkc.gif

3/4+17/29 HL
Robert98 dpC1.png
Robert98 dpC2.png

hcb + Snkb.gif

8/2+6+2+6+2/21 HL
Robert98 hcbB1.png
Robert98 hcbB2.png
Robert98 hcbB3.png
Rapid Kicks (hcb + K)

Use B version only! A move you will be using a lot. Safe on block, just beware of guard cancel roll. Advantage on hit. After it's blocked do more stuff! Learn your opponent's habits after blocking/getting hit by this move and fuck 'em up.

hcb + Snkd.gif 8/2+6+2+6+2+6+2/22 HL
Robert98 hcbD1.png
Robert98 hcbD2.png
Robert98 hcbD3.png
Robert98 hcbD4.png

dp + Snkb.gif

6/2+3+3/44 HL
Robert98 dpB1.png
Robert98 dpB2.png
Robert98 dpB3.png
Dragon Kick (dp + K)

Like a dragon punch but with a little extra 'kick' to it *shoots myself in the head*. neither of them have invincibility, but they are pretty fast and sometimes a bitch to punish. I really can't tell if they are good or horrible. Some people like to use them in flowcharts when they think someone is going to attack. I personally don't like it, but experiment yourself to see if you do.

dp + Snkd.gif

7/4+5+4/49 HL
Robert98 dpD1.png
Robert98 dpD2.png
Robert98 dpD3.png
air qcb + Snkb.gif 15/-/16 HL
Robert98 jqcfB.png
Dive Kick (air qcb + K)

B and D versions are steeper/shallow angled respectively. Good for jumping back and punishing dps/things to get out of your pressure strings (Hellsap tactic). On block Robert flies waaaaaay back, but this move is punishable if your opponent guard cancel rolls forward. Good to be annoying with.

air qcb + Snkd.gif 16/-/19 HL
Robert98 jqcfD.png
hcf + Snkb.gif 11/59/10 Grab
Robert98 hcfK.png
Kicky Throw (hcf + K)

Proximity unblockable. Invincible on startup, but can trade. Fantastic tool for his mixups, especially after 'opening' (ie beating alternate guard) the opponent up with a f + A overhead. After an extremely meaty f + A in the corner it is hard to escape without risking getting hit by other things as well. You can juggle or reset after into more and more mixups. Sets up for whatever you want, a mid-screen cross-under, a meaty overhead/low mixup, etc. All the mixups are there.

hcf + Snkd.gif 11/59/10 HL
qcf hcb + Snka.gif 1+10/13/32 HL
Robert98 qcfhcbP.png
Ryuuko Ranbu (qcf hcb + P)

No invincibility. Just use the A version for combos. It CAN be used as anti-air, but it'll trade way more than you'll want it to. When it's blocked, shorter characters will crouch under some of the hits, bringing them out of blockstun. MAX version does more damage. All punishable.

qcf hcb + Snkc.gif 1+12/26/36 HL
qcf hcb + Punch.gif (SDM) 1+14/13or26/38 HL
f hcf + Snka.gif 1+17/50 HL
Robert98 fhcfP.png
Haou Shoukou Ken (f hcf + P)

Super fireball! A version goes real slow, C version goes real fast. Good for the end of a match to just throw shit at someone from across the screen. The A version is a good meaty but there's aren't many places to use it (canceled from a f + B after Kicky Throw if they roll, or after a Ranbu hits) and it's not very advantageous considering Robert's other options.

f hcf + Snkc.gif 1+22/52 HL
f hcf + Punch.gif (SDM) 1+22/54 HL
Robert98 fhcfP SDM.png
qcf qcf + Snkb.gif 1+11/62/38 HL
Robert98 qcfx2K.png
Super Rapid Kicks (qcf qcf + K)

MAX version is invincible, but that's it. Punishable.

qcf qcf + Snkd.gif 1+11/62/38 HL
qcf qcf + Punch.gif (SDM) 1+11/3+105/38 HL
Robert98 qcfx2K SDM.png

Fastest Attacks

  • 0F: C throw; D throw
  • 1F: -
  • 2F: -
  • 3F: cl.A; cl.B; st.A; cr.B; cr.C; dp + P
  • 4F: cl.C; cr.A
  • 5F: st.B; st.C
  • 6F: dp + B
  • 7F: cl.D; cr.D; dp + D
  • 8F: st.D; hcb + K
  • 9F: -
  • 10F: -


Robert has lots of combos, so let's get to work.

  • Best jump-ins:
    • j.D

  • cr.B, cr.B / cl.B >
    • D Rapid Kicks (hcb + D) (Standing. Very close.)
    • B Rapid Kicks (hcb + B)
    • dp + A

  • cl.C / cr.C >
    • (S)DM A Ryuuko Ranbu (qcf hcb + A)
    • Kicky Throw (hcf + K), [jungler]
    • f + B
      • DM A Ryuuko Ranbu (qcf hcb + A)
      • D Rapid Kicks (hcb + D) (Standing, very close and corner. Out of corner will miss after 1st hit.)
      • B Rapid Kicks (hcb + B)
      • A Fireball (qcf + A) (Corner.)
    • f + A > Dive Kick (air qcf + K) (Corner.)
    • D Rapid Kicks (hcb + D) (Standing. Very close.)
    • B Rapid Kicks (hcb + B)
    • A Fireball (qcf + A)
    • dp + C

  • cr.B / cl.B > Kicky Throw (hcf + K), [jungler]

Its not a real combo, ie. the combo counter will reset after the weak attack. But as the opponent recover at the same frame that hcf + K will hit and first hit is unblockable, opponent cannot block and has a 1 frame window to do a reversal roll or a reversal attack (this one is actually easy with specials thanks to the "reversal trick" of hold the button of the special, but if the move is not an instant throw or has startup invincibility, the opponent will be hit - probably in counter). Oddly, but if opponent hold up they will have no time to actually jump and hcf + K will hit normally.

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

  • Meaty & corner: f + A,
    • cr.B > B Rapid Kicks (hcb + B)
    • Second combo.

  • Pseudo combo: f + A (preferably meaty), Kicky Throw (hcf + K), [junggler]

  • ... hcf + K,
    • f + B >
      • dp + C (Timming required to do 2 hits.)
      • dp + D
    • dp + C (Timming required to do 2 hits.)
    • dp + D
    • forward hh.D (Reset.)

  • Simple buffers:
    • f + B > DM qcf hcb + A
      • qcf + B > hcb + A

As you can see, he has a lot of combo options from a meaty overhead (f + A).

From his kicks throw (hcf + K), f + B > dp + C does the most damage, just make sure to get all both hits from the dp + C, as if it does only one hit it will deal less damage than dp + D. To do this in the corner, try imaging f + B as a (b) f + B move, and perform it right after the throw so that you move back a tiny bit. The hyper hop D can be replaced by other attacks, but hh.D sets up for a cross-under by running forward as soon as you touch the ground mid-screen.

Strategy Corner

  • MAX: cl.C > hcf + K, f + B > dp + C

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.