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= | forward back forward kick | ||
===Colors=== | |||
{| | |||
! [[image:snka.gif]] | |||
! [[image:snkb.gif]] | |||
! [[image:snkc.gif]] | |||
! [[image:snkd.gif]] | |||
|- | |||
| [[image:Robert98_colorA.png]] | |||
| [[image:Robert98_colorB.png]] | |||
| [[image:Robert98_colorC.png]] | |||
| [[image:Robert98_colorD.png]] | |||
|} | |||
=Gameplay Overview= | ==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= | ==In-depth Analysis== | ||
== | ==[[The King of Fighters 2002/Normals Guide|Movelist]]== | ||
{|border="1" | |||
! | |||
! Frames | |||
! Advantage | |||
! Cancel | |||
! Block | |||
!colspan="2"| Hitbox | |||
! Notes | |||
|- | |||
|colspan="8" align="center"| '''Standing Close''' | |||
|- | |||
! [[image:snka.gif]] | |||
|align="center"| 3/6/5 | |||
|align="center"| | |||
|align="center"| | |||
|align="center"| HL | |||
|colspan="2" | [[image:Robert98_stA.png|center]] | |||
| | |||
|- | |||
! [[image:snkb.gif]] | |||
|align="center"| 3/6/6 | |||
|align="center"| | |||
|align="center"| C,S,Su | |||
|align="center"| L | |||
|colspan="2" | [[image:Robert98_clB.png|center]] | |||
| 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). | |||
|- | |||
! [[image:snkc.gif]] | |||
|align="center"| 4/10/15 | |||
|align="center"| | |||
|align="center"| C,S,Su | |||
|align="center"| HL | |||
|colspan="2" | [[image:Robert98_clC.png|center]] | |||
| Fast and cancelable, good as a meaty too. | |||
|- | |||
! [[image:snkd.gif]] | |||
|align="center"| 7/8*6/13 | |||
|align="center"| | |||
|align="center"| | |||
|align="center"| HL | |||
|valign="bottom" style="border-right:0px;"| [[image:Robert98_clD1.png|center]] | |||
|valign="bottom" style="border-left:0px;"| [[image:Robert98_clD2.png|center]] | |||
| | |||
|- | |||
|colspan="8" align="center"| '''Standing Far''' | |||
|- | |||
! [[image:snka.gif]] | |||
|align="center"| 3/6/5 | |||
|align="center"| | |||
| | |||
|align="center"| HL | |||
|colspan="2" | [[image:Robert98_stA.png|center]] | |||
| Not that great for a standing A, can be anti-air vs short hop. | |||
|- | |||
! [[image:snkb.gif]] | |||
|align="center"| 5/7/7 | |||
|align="center"| | |||
| | |||
|align="center"| HL | |||
|colspan="2" | [[image:Robert98_stB.png|center]] | |||
| Not bad medium range poke. | |||
|- | |||
! [[image:snkc.gif]] | |||
|align="center"| 5/10/21 | |||
|align="center"| | |||
| | |||
|align="center"| HL | |||
|colspan="2" | [[image:Robert98_stC.png|center]] | |||
| Very good and fast long range poke, but some characters can crouch under it. | |||
|- | |||
! [[image:snkd.gif]] | |||
|align="center"| | |||
|align="center"| | |||
| | |||
|align="center"| HL | |||
|colspan="2"| [[image:Robert98_stD.png|center]] | |||
| Slower than standing C, but longer range, bigger hitbox, and only Choi/Chin can crouch under it. | |||
|- | |||
! [[image:snkc.gif]]+[[image:snkd.gif]] | |||
|align="center"| 11/4/23 | |||
|align="center"| | |||
|align="center"| S,Su | |||
|align="center"| HL | |||
|colspan="2"| [[image:Robert98_stCD.png|center]] | |||
| | |||
|- | |||
|colspan="8" align="center"| '''Crouching''' | |||
|- | |||
! [[image:snka.gif]] | |||
|align="center"| 4/6/6 | |||
|align="center"| | |||
|align="center"| C,S,Su | |||
|align="center"| HL | |||
|colspan="2" | [[image:Robert98_crA.png|center]] | |||
| | |||
|- | |||
! [[image:snkb.gif]] | |||
|align="center"| 3/6/5 | |||
|align="center"| | |||
|align="center"| S,Su | |||
|align="center"| L | |||
|colspan="2" | [[image:Robert98_crB.png|center]] | |||
| Nice range cancelable (not chainable into command normals) low, the main poking tool into combos. | |||
|- | |||
! [[image:snkc.gif]] | |||
|align="center"| 3/2+3/25 | |||
|align="center"| | |||
|align="center"| C,S,Su | |||
|align="center"| HL | |||
|valign="bottom" style="border-right:0px;"| [[image:Robert98_crC1.png|center]] | |||
|valign="bottom" style="border-left:0px;"| [[image:Robert98_crC2.png|center]] | |||
| Very fast anti-air and ground poke! Cancelable. Not bad to slow cancel into f + A. | |||
|- | |||
! [[image:snkd.gif]] | |||
|align="center"| 7/5/24 | |||
|align="center"| | |||
|align="center"| C,S,Su | |||
|align="center"| L | |||
|colspan="2" | [[image:Robert98_crD.png|center]] | |||
| Medium speed long range sweep. Cancelable, and a good meaty. Good to slow cancel into f + A. | |||
|- | |||
|colspan="8" align="center"| '''Jump''' | |||
|- | |||
! [[image:snka.gif]] | |||
|align="center"| 4/11 | |||
|align="center"| -/- | |||
| | |||
|align="center"| H | |||
|colspan="2" | [[image:Robert98_jA.png|center]] | |||
| Crazy big hitbox but at a sort of weird angle. Can actually cross-up, too. | |||
|- | |||
! [[image:snkb.gif]] | |||
|align="center"| 4/9 | |||
|align="center"| -/- | |||
| | |||
|align="center"| H | |||
|colspan="2" | [[image:Robert98_jB.png|center]] | |||
| Can cross up, alright as a jump-in, but jumping D is better. | |||
|- | |||
! [[image:snkc.gif]] | |||
|align="center"| 4/9 | |||
|align="center"| -/- | |||
| | |||
|align="center"| H | |||
|colspan="2" | [[image:Robert98_jumpC.png|center]] | |||
| | |||
|- | |||
! [[image:snkd.gif]] | |||
|align="center"| 8/7 | |||
|align="center"| -/- | |||
| | |||
|align="center"| H | |||
|colspan="2"| [[image:Robert98_jD.png|center]] | |||
| 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. | |||
|- | |||
! [[image:snkc.gif]]+[[image:snkd.gif]] | |||
|align="center"| 11/6 | |||
|align="center"| KD/- | |||
| | |||
|align="center"| HL | |||
|colspan="2"| [[image:Robert98_jCD.png|center]] | |||
| Great air-to-air. | |||
|- | |||
|colspan="8" align="center"| '''Command Normals''' | |||
|- | |||
! <br>f + [[image:snka.gif]]<br><br> | |||
|align="center"| 16/5/12 | |||
|align="center"| | |||
| | |||
|align="center"| H | |||
|rowspan="2" colspan="2"| [[image:Robert98_fA.png|center]] | |||
|rowspan="2"| 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 + [[image:snka.gif]] (cancel) | |||
|align="center"| 16/5/12 | |||
|align="center"| | |||
|align="center"| S | |||
|align="center"| HL | |||
|- | |||
! f + [[image:snkb.gif]] | |||
|align="center"| 16/3/30 | |||
|align="center"| | |||
|align="center"| S,Su | |||
|align="center"| HL | |||
|colspan="2"| [[image:Robert98_fB.png|center]] | |||
| 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. | |||
|- | |||
|colspan="8" align="center"| '''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) | |||
{{StrategyCorner| | |||
* 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. | |||
}} | |||
== Links == | |||
{{Navbox-KOF98}} | |||
[[Category:The King of Fighters '98: The Slugfest]] |
Latest revision as of 04:17, 1 January 2021
forward back forward kick
Colors
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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
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 >
+ B >
+ D
deals almost the same damage as
- cl.C >
+ B >
+ A
Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM.