The King of Fighters 2002/Robert

From SuperCombo Wiki
Robert02 stance.gif

General Info

Crouch height: Medium
Jump: 4/36/1
Hop: 4/27/1
Dash: 3/10~∞/3
Backdash: 3/18/3
Wakeup: 20 frames
Recovery roll: 27 frames

Stand Crouch Jump Grab Run
Robert02 stand.png Robert02 crouch.png Robert02 jump.png Robert02 grab.png Robert02 run.png

Colors

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

Movelist

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
Crouching
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/-11 L
Robert02 crD.png
Jump
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
Hop
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

f + Snka.gif

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
f + Snka.gif
(cancel)
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

qcf + Snka.gif

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*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*17/16+11 KD/-26 Su,Fi HL
Robert02 dpC1.png
Robert02 dpC2.png
f,b,f + Snkb.gif 11/[2(4)]x9,2/13 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)]x19,2/13 KD/-111 Fo HL

hcf + Kick.gif

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.
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
DMs

f,hcf + Snka.gif

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

qcfx2+Kick.gif

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.

qcf,hcb + Snka.gif

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
SDM
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.
HSDM
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.

Short Movelist

  • f + A (Overhead if not cancelled into.)
  • b + A
  • b / f + B


  • qcf + P


  • dp + P


  • Close, hcf + K (Proximity unblockable.)


  • f b f + K


  • air qcb + K


  • DM qcf hcb + P


  • DM f hcf + P


  • DM qcf qcf + K


  • SDM qcf hcb + AC


  • HSDM qcf hcb + BD (Unblockable.)

Notes

Cancellable moves

  • Close: A, B, C, D (1)
  • Far: -
  • Crouch: A, B, C, D
  • Jump: C, D


  • CD is cancellable into command moves, specials and DMs


  • b / f + B is cancellable.


  • f + A is cancellable (on air attacks) only when you cancel into it.

Super cancellable moves

  • dp + P (1)

Free cancellable into moves

  • dp + P
  • air qcb + K

Free cancellable out-of moves

  • f + A
  • b + A (When you cancel into it)
  • dp + C (2)
  • Close, hcf + K (1-3)
  • f b f + K (Last hit.)

Moves with Invincibility

  • dp + C (Full: startup (last part) & active (1st part).)
  • hcf + K (Full: startup (1st part).)
  • DM f hcf + P (Full: startup (1st part).)
  • DM qcf qcf + K (Full: startup (1st part).)
  • DM qcf hcb + P (Full: startup. Lower: active.)
  • SDM qcf hcb + AC (Full: startup. Lower: active.)
  • HSDM qcf hcb + BD (Full: startup.)

Moves with autoguard

(none)

Other Notes

  • D throw is a backturned hard knockdown

Combos

Basic Combos

  • cr.B, cl.B >
    • dp + A {20%}
    • dp + C (1) >> DM qcf hcb + C {50%}


  • cl.D (1) / cl.C >
    • hcf + K,
      • b / f + B > (Out of the corner: must walk a little.)
        • DM qcf qcf + B
        • dp + C
        • f b f + K (Corner) {45%}
      • f b f + K (Out of the corner: must walk a little & timming required.)
      • CD
    • b / f + B
      • DM qcf hcb + C {45-50%}
      • SDM qcf hcb + AC (Point blank. From cl.C only in the corner.)
    • dp + C (1) >> DM qcf hcb + C {50%}
    • (S)DM qcf hcb + C/AC
    • DM f hcf + A (Point blank.)
    • f b f + K (Point blank.)
    • f + A > qcb + K (Corner) {20%}


  • Corner: f + A, dp + A {15%}


  • Corner: cl.D (1) > f + A (delayed cancel),
    • dp + A {22%} (less chance of messing up than combo below)
    • cl.B > dp + C (1) >> DM qcf hcb + C {55%}


  • Corner & counterhit: air qcb + K,
    • f b f + K {30%}
    • dp + C (1) >> DM qcf qcf +K (Buffer: qcf + K) {40%}

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