Difference between revisions of "Robert 02"

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1. cl.D(1), hcf+K, b+B, f b f+K - 45%<br>
1. cl.D(1) hcf+K, b+B xx f b f+K - 45%<br>
2. cl.D(1), f+A, qcb+K - 20%<br>
2. cl.D(1) f+A xx qcb+K - 20%<br>
3. ~cl.D(1), f+A(slightly delayed after D, but still a cancel), dp+A - 22% (less chance of messing up than combo below)<br>
3. f+A, dp+A - 15%<br>
4. ~cl.D(1), f+A(slightly delayed after D, but still a cancel), cl.B, dp+C(1), (S)qcf hcb+C - 55%
4. ~cl.D(1), f+A(slightly delayed after D, but still a cancel), dp+A - 22% (less chance of messing up than combo below)<br>
5. qcb+K(air, counterhit), f b f+K/(dp+C(1), (S)qcfx2+K(Buffer:qcf+K)) - 30%/40%
5. ~cl.D(1), f+A(slightly delayed after D, but still a cancel), cl.B, dp+C(1), (S)qcf hcb+C - 55%
6. qcb+K(air, counterhit), f b f+K/(dp+C(1), (S)qcfx2+K(Buffer:qcf+K)) - 30%/40%

Revision as of 13:57, 9 September 2013

Robert02 stance.gif

General Info

Crouch height: Medium


Snka.gif Snkb.gif Snkc.gif Snkd.gif
Robert02 colorA.png Robert02 colorB.png Robert02 colorC.png Robert02 colorD.png


Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 6/6/3 +3/+1 R,C,S,Su HL
Robert02 clA.png
Snkb.gif 3/6/6 0/-2 C,S,Su L
Robert02 clB.png
Snkc.gif 5/5/13 +2/0 C,S,Su HL
Robert02 clC.png
Snkd.gif 5/8*6/13 +1/-1 C,S,Su HL
Robert02 clD1.png
Robert02 clD2.png
Cancellable on first hit only
Standing Far
Snka.gif 3/6/5 +1/-1 R HL
Robert02 stA.png
Snkb.gif 5/7/7 -2/-4 HL
Robert02 stB.png
Snkc.gif 8/7/13 0/-2 HL
Robert02 stC.png
Snkd.gif 10/4/25 -9/-11 HL
Robert02 stD.png
Snkc.gif+Snkd.gif 14/4/18 KD/0 S,Su HL
Robert02 stCD.png
Snka.gif 4/4/6 +2/0 R,C,S,Su HL
Robert02 crA.png
Snkb.gif 3/6/5 +1/-1 R,C,S,Su L
Robert02 crB.png
Snkc.gif 4/2+3/25 -10/-12 C,S,Su HL
Robert02 crC1.png
Robert02 crC2.png
Snkd.gif 7/5/24 KD/-13 L
Robert02 crD.png
Snka.gif 3/7/- -/- H
Robert02 jA.png
Snkb.gif 3/6/- -/- H
Robert02 jB.png
Snkc.gif 6/6/- -/- S H
Robert02 jC.png
Snkd.gif 7/4/- -/- S H
Robert02 jD.png
Snkc.gif+Snkd.gif 16/5/- KD/- HL
Robert02 jCD.png
Neutral Jump
Snka.gif 3/6/- -/- H
Robert02 juA.png
Snkb.gif 3/9/- -/- H
Robert02 juB.png
Snkc.gif 5/7/- -/- S H
Robert02 juC.png
Snkd.gif 8/5/- -/- S H
Robert02 juD.png
Snka.gif 4/5/- -/- H
Robert02 hA.png
Snkb.gif 3/7/- -/- H
Robert02 hB.png
Snkc.gif 3/4/- -/- S H
Robert02 hC.png
Snkd.gif 7/4/- -/- H
Robert02 hD.png
Snkc.gif+Snkd.gif 11/5/- KD/- HL
Robert02 jCD.png
Command Normals


17/4/12 +4/+2 H
Robert02 fA.png
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
13/5/15 0/-2 S HL
b+Snka.gif 13/3+4/20 KD/-9 HL
Robert02 bA1.png
Robert02 bA2.png
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
f+Snkb.gif 14/3/30 -13/-15 S,Su HL
Robert02 fB.png
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


17/-/30 +2/0 HL
Robert02 qcfA.png
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
qcf+Snkc.gif 24/-/28 +4/+2 HL
Robert02 qcfC.png
dp+Snka.gif 3/3(0)12/11+13 KD/-21 Su,Fi HL
Robert02 dpA1.png
Robert02 dpA2.png
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).
  • dp+C is invincible for the last three frames of startup, and the complete first active period.
  • free cancellable into
dp+Snkc.gif 4/3(0)17/16+11 KD/-26 Su,Fi HL
Robert02 dpC1.png
Robert02 dpC2.png
f,b,f+Snkb.gif 11/2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(4)2/13 KD/-51 Fo HL
Robert02 fbfK1.png
Robert02 fbfK2.png
Robert02 fbfK3.png
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
f,b,f+Snkd.gif 11/2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(4)2/13 KD/-111 Fo HL


11/2(12)2(14)2(11)3/16 KD Fo Grab
Robert02 hcfK.png
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
  • Invincible: Frame 1-8.
hcf+Snkd.gif Grab
j.qcb+Snkb.gif 16/Until land/13 KD/- HL
Robert02 jqcbB.png
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
j.qcb+Snkd.gif 17/Until land/16 KD/- HL
Robert02 jqcbD.png


18/-/50 KD/-20 HL
Robert02 fhcfP.png
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
  • Invincible: A: Frame 1, C: Frame 1-5.
f,hcf+Snkc.gif 23/-/52 KD/-22 HL


10/7/32 KD/-15 HL
Robert02 qcfx2K.png
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
  • Invincible: Frame 1-3.
  • 23 frames of blockstun.
qcfx2+Snkd.gif HL


18/13/35 KD/-18 HL
Robert02 qcfhcbP.png
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
  • Invincible: Complete startup. Lower body invincible: Complete active period.
  • Active period is ended as soon as the move connects (on hit or block).
qcf,hcb+Snkc.gif 12/26/39 KD/-22 HL
qcf,hcb+Snka.gif+Snkc.gif 14/13/41 KD/-24 HL
Robert02 SDM.png
Ryuuko Ranbu - qcf hcb+AC
  • Same properties as his normal DM version but does more damage
  • Travels the same length as qcf hcb+A
  • Invincible: Complete startup. Lower body invincible: Complete active period.
qcf,hcb+Snkb.gif+Snkd.gif 42/13/41 KD/-24 -
Robert02 HSDM.png
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%
  • Invincible: Complete startup.


  • D throw is a backturned hard knockdown



1. cr.B, cl.B, dp+A - 20%
2. cl.D(1), hcf+K, run f b f+K - 45%
3. cl.D(1), f+B, qcf hcb+C - 45-50%
4. cr.BB/D(1), dp+C(1), (S)qcf hcb+C - 50%


1. cl.D(1) hcf+K, b+B xx f b f+K - 45%
2. cl.D(1) f+A xx qcb+K - 20%
3. f+A, dp+A - 15%
4. ~cl.D(1), f+A(slightly delayed after D, but still a cancel), dp+A - 22% (less chance of messing up than combo below)
5. ~cl.D(1), f+A(slightly delayed after D, but still a cancel), cl.B, dp+C(1), (S)qcf hcb+C - 55% 6. qcb+K(air, counterhit), f b f+K/(dp+C(1), (S)qcfx2+K(Buffer:qcf+K)) - 30%/40%