Robert 02

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

Corner:
1. Close D(1), hcf+K, b+B, f b f+K - 45%
2. Close D(1), f+A, qcb+K - 20%
3. ~Close D(1), f+A(slightly delayed after D, but still a cancel), dp+A - 22% (less chance of messing up than combo below)
4. ~Close D(1), f+A(slightly delayed after D, but still a cancel), Close B, dp+C(1), (S)qcf hcb+C - 55%

Counterhit:
1. qcb+K(air, counterhit), f b f+K/(dp+C(1), (S)qcfx2+K(Buffer:qcf+K)) - 30%/40%

Attack Strings:
1. Close D(1), f+A, qcb+B, dash very slightly, Close D(1), f+A, qcb+D, use attack string 4 or nothing (Corner)
2. Close B, f+A, repeat or use attack string 1 (Corner)
3. Crouch B, Close D(1), f+A
4. Crouch B, CD, qcf+A
5. Jump D, qcb+K(air)

Move Properties:
-cancellable normals are close A, crouch A, close B, crouch B, close C, crouch C, close D(1), crouch D, jump C, jump D
-CD is cancellable into specials and DMs
-f+B is cancellable, f+A is cancellable if cancelled into
-f+A is an overhead
-dp+C is supercancellable on first hit
-close B is a low attack

Strategies:
-outside the corner, Robert's main game involves keeping a good distance from the opponent and fireballing. Since Robert has decent recovery on his qcf+A, he can punish opponents who jump or roll his fireballs on reaction, using dp+A or crouch D respectively. If they decide to block it, Robert can easily chase it and either do f+A, far D, crouch B's, or simply wait to see if the opponent will roll it at the last instant

-while Robert does have his fair share of mixups outside the corner, he can lock down extremely well in the corner. Attack string 1 can lead to many mixups, and after the dash close D(1) after qcb+B, the opponent is forced into stun lock. This string cannot be repeated though since Robert gets pushed back further and further, requiring more time to dash forward for a close D(1), but he can switch to other attack strings, or simple wait for the opponent to try to escape (either by anti-airing the opponent's attempted jumpin, or waiting for them to roll). Repeating B, f+A is useful if the f+A cancel is slightly delayed. This results in the f+A keeping it's overhead property, and close B being comboable after the f+A. Some practice will be needed to see exactly how much to delay the f+A such that it is an overhead and can combo to close B. It is possible for the opponent to roll both attack strings, but they cannot punish Robert. In addition, it is very difficult to dp Robert between his b and f+A, and it is doesn't seem possible to dp Robert during attack string 1

-Robert has a few good combo resets off his hcf+K throw. An especially tricky one is to do a run up crouch C, cancel to BC, after his hcf+K. Once in maxmode, run behind the opponent as they are falling. If they do get tricked, you can do D(1), f+B, qcf hcb+P/AC

-jumping backwards into qcb+B is a good way to build stock. To do this as low off the jump as possible, using the shortcut qcb, ub+B