The King of Fighters '98: Ultimate Match/Robert Garcia: Difference between revisions

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=Introduction=
=Introduction=
=Moves List=
His normals have extremely long reach. Take advantage of this: carve out territory with his reach, so the opponent cannot enter it.
==Normal Moves==
 
==Special Moves==
=Move list=
==Super Moves==
{| class="wikitable"
|-
! colspan="2" | Normal throws
|-
| Ryūchōkyaku
| (throw) '''f/b + C'''
|-
| Kubikiri Nage
| (throw) '''f/b + D'''
|-
! colspan="2" | Command moves
|-
| Ryūhanshū
| '''f + B'''
|-
| Kōryū Kōkyaku Geri
| '''f + A'''
|-
! colspan="2" | Special moves
|-
| Ryūgekiken
| '''qcf + P'''
|-
| Ryūga
| '''dp + P'''
|-
| Ryūzanshō
| '''dp + K'''
|-
| Hien Senpūkyaku
| '''hcb + K'''
|-
| Hien Ryūjinkyaku
| (air) '''qcb + K'''
|-
| Kyokugen-Ryū Renbukyaku
| (throw) '''hcf + K'''
|-
! colspan="2" | Super special moves
|-
| Haō Shōkōken
| '''f hcf + P'''
|-
| Ryūko Ranbu
| '''qcf hcb + P'''
|-
| Muei Shippū Jūdankyaku
| '''qcf qcf + K''' (possible in midair)
|}
 
==Normal moves==
* st.D and cr.D – have dreadfully long reach. Note that the former cannot be cancelled, so don’t overuse it.
* st.A – has long reach. Useful as a jump checker.
* st.B – has long reach. Useful in ground zoning.
* j.CD – has long reach; the hitbox faces horizontally, making this useful in air-to-air.
 
==Command moves==
* Ryūhanshū
:* '''f + B'''
:* Cancelable even if not cancelled into; juggles the opponent with a midair hit. A pivot for his ground and air combos.
----
* Kōryū Kōkyaku Geri
:* '''f + A'''
:* Overhead with long reach and invincibility against low hits. You have pretty even odds, because there will be some space according to how far away you were to begin with, making it more difficult for the opponent to counter. The startup is faster than in OG.
 
==Special moves==
* Ryūgekiken
:* '''qcf + P'''
:* An unlaunched projectile. Really better at forward roll checking than at zoning, due to its slow startup and and persisting nature.
----
* Ryūga
:* '''dp + P'''
:* Anti-air move. The strong version has invincibility, and now launches the opponent from the first hit, so it has become a powerful anti-air and stuffer.
----
* Hien Senpūkyaku
:* '''hcb + K'''
:* A multi-hit kicking move that advances forward at low altitude. Unfortunately, it doesn’t do knockdown. The weak version has the advantage of being difficult to counter, even when blocked, whereas the strong version has long reach.
----
* Hien Ryūjinkyaku
:* '''qcb + K''' in midair
:* A kick that descends from the air. The weak version descends at a steeper angle. Robert no longer hops away when this is blocked, so using this really close to the opponent is a bad idea; rather, attack from as high as is permissible (don’t get anti-aired, of course), so that if you are blocked, you won’t be so open.
----
* Kyokugen-Ryū Renbukyaku
:* '''hcf + K''' at throwing distance
:* Proximity unblockable multi-kick with slow startup. When successful, it launches the opponent so you can juggle. However, none of the supers can juggle off it. It no longer has startup invincibility frames.
----
* Ryūzanshō
:* '''dp + K'''
:* Has the appearance of an anti-air, but in fact the hitbox isn’t so great. It does good damage, so use it in combos. New to UM, you can use Hien Ryūjinkyaku on the descent if it touches the opponent.
 
==Super special moves==
* Ryūko Ranbu
:* '''qcf hcb + P'''
:* A Ranbu-type super that combos from strong attacks. It continues even if blocked. Does great damage, but it has no invincibility frames, so you have to keep it to combos most of the time.
----
* Haō Shōkōken
:* '''f hcf + P'''
:* A big projectile. It has been sped up from OG, and now it safely connects combos from strong attacks. The strong version is now significantly faster than the weak version, so you can now decide on fast/slow like you can with Ryo.
----
* Muei Shippū Jūdankyaku
:* '''qcf qcf + K''' (possible in midair)
:* Another ranbu-type super, though this one doesn’t lock the opponent. In UM, it combos from weak moves and is possible to start in midair. Use it in combos.
 
=Combos=
==Basic==
* cr.B >> cr.B >> Ryūzanshō or Muei Shippū Jūdankyaku
:* Safe combo from weak moves.
* j.D > cl.C >> Ryūhanshū >> strong Ryūga or Ryūko Ranbu
:* Now that Ryūga has been buffed, this combo is much safer than in OG. MAX Ryūko Ranbu will also work.
* (corner) j.D > cl.C >> Kōryū Kōkyaku Geri >> Hien Ryūjinkyaku or Muei Shippū Jūdankyaku
:* This one will probably be seen less in UM play just because the combo above is better now, but this one leaves you less open if the command move is blocked.
* cl.C >> Kyokugen-Ryū Renbukyaku > Ryūhanshū >> strong Ryūzanshō
:* If the juggle seems too hard, you can skip straight to the Ryūzanshō.
 
=The Basics=
=The Basics=
=Advanced Strategy=
=Advanced Strategy=

Revision as of 00:45, 8 August 2008

Introduction

His normals have extremely long reach. Take advantage of this: carve out territory with his reach, so the opponent cannot enter it.

Move list

Normal throws
Ryūchōkyaku (throw) f/b + C
Kubikiri Nage (throw) f/b + D
Command moves
Ryūhanshū f + B
Kōryū Kōkyaku Geri f + A
Special moves
Ryūgekiken qcf + P
Ryūga dp + P
Ryūzanshō dp + K
Hien Senpūkyaku hcb + K
Hien Ryūjinkyaku (air) qcb + K
Kyokugen-Ryū Renbukyaku (throw) hcf + K
Super special moves
Haō Shōkōken f hcf + P
Ryūko Ranbu qcf hcb + P
Muei Shippū Jūdankyaku qcf qcf + K (possible in midair)

Normal moves

  • st.D and cr.D – have dreadfully long reach. Note that the former cannot be cancelled, so don’t overuse it.
  • st.A – has long reach. Useful as a jump checker.
  • st.B – has long reach. Useful in ground zoning.
  • j.CD – has long reach; the hitbox faces horizontally, making this useful in air-to-air.

Command moves

  • Ryūhanshū
  • f + B
  • Cancelable even if not cancelled into; juggles the opponent with a midair hit. A pivot for his ground and air combos.

  • Kōryū Kōkyaku Geri
  • f + A
  • Overhead with long reach and invincibility against low hits. You have pretty even odds, because there will be some space according to how far away you were to begin with, making it more difficult for the opponent to counter. The startup is faster than in OG.

Special moves

  • Ryūgekiken
  • qcf + P
  • An unlaunched projectile. Really better at forward roll checking than at zoning, due to its slow startup and and persisting nature.

  • Ryūga
  • dp + P
  • Anti-air move. The strong version has invincibility, and now launches the opponent from the first hit, so it has become a powerful anti-air and stuffer.

  • Hien Senpūkyaku
  • hcb + K
  • A multi-hit kicking move that advances forward at low altitude. Unfortunately, it doesn’t do knockdown. The weak version has the advantage of being difficult to counter, even when blocked, whereas the strong version has long reach.

  • Hien Ryūjinkyaku
  • qcb + K in midair
  • A kick that descends from the air. The weak version descends at a steeper angle. Robert no longer hops away when this is blocked, so using this really close to the opponent is a bad idea; rather, attack from as high as is permissible (don’t get anti-aired, of course), so that if you are blocked, you won’t be so open.

  • Kyokugen-Ryū Renbukyaku
  • hcf + K at throwing distance
  • Proximity unblockable multi-kick with slow startup. When successful, it launches the opponent so you can juggle. However, none of the supers can juggle off it. It no longer has startup invincibility frames.

  • Ryūzanshō
  • dp + K
  • Has the appearance of an anti-air, but in fact the hitbox isn’t so great. It does good damage, so use it in combos. New to UM, you can use Hien Ryūjinkyaku on the descent if it touches the opponent.

Super special moves

  • Ryūko Ranbu
  • qcf hcb + P
  • A Ranbu-type super that combos from strong attacks. It continues even if blocked. Does great damage, but it has no invincibility frames, so you have to keep it to combos most of the time.

  • Haō Shōkōken
  • f hcf + P
  • A big projectile. It has been sped up from OG, and now it safely connects combos from strong attacks. The strong version is now significantly faster than the weak version, so you can now decide on fast/slow like you can with Ryo.

  • Muei Shippū Jūdankyaku
  • qcf qcf + K (possible in midair)
  • Another ranbu-type super, though this one doesn’t lock the opponent. In UM, it combos from weak moves and is possible to start in midair. Use it in combos.

Combos

Basic

  • cr.B >> cr.B >> Ryūzanshō or Muei Shippū Jūdankyaku
  • Safe combo from weak moves.
  • j.D > cl.C >> Ryūhanshū >> strong Ryūga or Ryūko Ranbu
  • Now that Ryūga has been buffed, this combo is much safer than in OG. MAX Ryūko Ranbu will also work.
  • (corner) j.D > cl.C >> Kōryū Kōkyaku Geri >> Hien Ryūjinkyaku or Muei Shippū Jūdankyaku
  • This one will probably be seen less in UM play just because the combo above is better now, but this one leaves you less open if the command move is blocked.
  • cl.C >> Kyokugen-Ryū Renbukyaku > Ryūhanshū >> strong Ryūzanshō
  • If the juggle seems too hard, you can skip straight to the Ryūzanshō.

The Basics

Advanced Strategy

Match-Ups