The King of Fighters XIII/Robert

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Robert Garcia

KOFXIII-Robert Face.png

In a nutshell

Robert's a rich playboy that studied Kyokugen Karate with his best friend and sparring partner, Ryo. Sound familiar? Robert's equipped with a full 'shoto' style arsenal of tools which allow him to play a strong fireball and anti-air (even Street Fighteresque) game much like Andy. Make no mistake though, while being well equipped for zoning, Robert is capable of going on the offensive. He has a command grab for opening up the opponent which works in conjunction with his capable normals, and his command normals have unique properties. Robert's combos may not be as initially overwhelming as Andy's, but Robert has more tools for breaking down an opponent's defenses as his nickname of "The Mightiest Tiger" would imply.

Video Walkthrough

Move List

Normal Moves

Special Properties (glossary)
Standing Light Punch
Chaincancel.png cancel
Standing Light Kick
Standing Heavy Punch
Close Heavy Punch
Standing Heavy Kick
Close Heavy Kick
Crouching Light Punch
D.png + Kof.lp.png
Chaincancel.png cancel
Crouching Light Kick
D.png +
Low.png Chaincancel.png specialcancel
Crouching Heavy Punch
D.png + Kof.sp.png
1st hitbox: cancel
Crouching Heavy Kick
D.png +
Low.png Softknockdown.png cancel
Blowback Attack
Kof.sp.png +
Softknockdown.png specialcancel
Jumping Light Punch
Air Kof.lp.png
Jump: 45
Hop: 40
High.png specialcancel
Jumping Light Kick
Jump: 45
Hop: 40
Jumping Heavy Punch
Air Kof.sp.png
Jump: 72
Hop: 70
High.png specialcancel
Jumping Heavy Kick
Jump: 70
Hop: 68
Jumping Blowback Attack
Air Kof.sp.png +
Jump: 90
Hop: 80
Softknockdown.png specialcancel

Unique Attacks

Special Properties (glossary)
F.png + Kof.lp.png
1st hit: Specialcancel.png
Standalone: softknockdown
Low Kick
F.png +
Low.png Specialcancel.png
Cancelable into Upper
Ushirogeri +
Triangle Jump (Ushirogeri) + near wall
Aironly.png (back jump)


Special Properties (glossary)
Kubikiri Nage
F.png or B.png + Kof.sp.png or (while close)
Throw.png hardknockdown

Special Moves

Special Properties (glossary)
Qcf.png + P.png
P.png : 65
Ex.png : 60+70
Ex.png : softknockdown
Dp.png + P.png
Kof.lp.png : 70
Kof.lp.png (aerial): 45
Kof.sp.png : 75+45
Ex.png : 100+70
Softknockdown.png drivecancel
Hien Shippuukyaku
Db.png (charge) F.png + K.png : 70 : 60×2
Ex.png : 70+80
Hien Ryuujinkyaku
Qcb.png + K.png
K.png : 60
Ex.png : 120
Aironly.png Softknockdown.png drivecancel
F.png B.png F.png + K.png
K.png : 0×2+10×13+135
Ex.png : 0×2+15×19+155
Hardknockdown.png drivecancel
Ryuuren: Gen'eikyaku
Hcf.png + K.png
K.png : 10×3+130
Ex.png : 10×6+80
Throw.png hardknockdown

Desperation Moves

Special Properties (glossary)
Ryuuko Ranbu
Qcf.png Hcb.png + P.png
P.png : 0+10×13+30+60
Ex.png : ???
Softknockdown.png maxcancel
Haou Shoukouken
F.png Hcf.png + P.png
Hien Shippuu Ryuujinkyaku
Qcf.png Hcb.png + +
Airok.png Hardknockdown.png

Console Changes

  • Standing CD has faster startup.
  • Upper (f+A) done by itself causes a knockdown and launches the opponent upwards.
  • Light Hien Shippuukyaku (db~f+B) has faster startup, such that it can be comboed from light attacks.
  • EX Gen'eikyaku (f b f+BD) has faster recovery. In the corner, you can follow up without using a Drive stock.
  • EX Ryuuko Ranbu (qcf hcb+AC) has slower recovery on block.
  • EX Ryuuko Ranbu (qcf hcb+AC) has had the damage for each of its hits adjusted (previously 0+10×10+8×18+10+50). By itself, the move does the same damage, but its damage in combos has been buffed. The finishing hit now does 100 damage by itself.
  • Haoh Shoukouken (f hcf+P) has faster startup and can combo from heavy attacks.
  • Hien Shippuu Ryuujinkyaku (qcf hcb+BD) causes a hard knockdown instead of a soft knockdown.


Move Analysis

  • Standing Light Punch (Snka.gif) - Quick jab, good for anti-airing hops or as a quick whiff to bait a reaction. Whiffs against crouching characters.
  • Standing Light Kick (Snkb.gif) - Controls the low hop space similarly to Benimaru's Standing Light Kick. Reaches much further into the air than Standing Light Punch, making this a good hop anti-air. This attack wont hit crouchers, but it recovers fast enough to make whiff punishes somewhat difficult.
  • Standing Heavy Punch (Snkc.gif) - Doesn't reach quite as far as other Standing Heavy Punches, and this one can't hit crouching players. Still functions as a preventive anti-air, though this is easily punished if crouched under.
  • Close Heavy Punch (Close Snkc.gif) - Strong meaty and Robert's fastest combo starting option. Easily cancels into his command normals which can then be hit confirmed before deciding which special to cancel into.
  • Standing Heavy Kick (Snkd.gif) - Although Robert's foot is angled high, this kick will hit crouchers. This has a huge vertical that can easily anti-air, especially preemptively from close ranges. The horizontal reach is not as long which leaves Robert open to sweeps and long pokes if whiffed, though the kick has decent recovery.
  • Close Heavy Kick (Close Snkd.gif) - Sheer vertical kick that hits twice, but starts slower than Close Heavy Punch; so while it can be confirmed easy, it's not too important as Robert already as his command normals for hitconfirming. A strength of this attack is that the vertical hitbox can be used to anti-air opponents by running under or from a delayed setup to stop an attempt to jump out of a command grab setup.
  • Crouching Light Punch (Down.gif + Snka.gif) - Cancelable low jab that is overshadowed by his cancelable Crouching Light Kick.
  • Crouching Light Kick (Down.gif + Snkb.gif) - Chains into itself can can be canceled into specials. Strong tool in conjuncton with his Ryuuren: Gen'eikyaku (Hcf.gif + Kick.gif) command grab for offensive pressure, although Robert can't easily convert a hit into big damage.
  • Crouching Heavy Punch (Down.gif + Snkc.gif) - Crouching uppercut that works as a vertical anti-air and a close frametrap option due to its cancelability. Anti-airs most successfully when deeper into the opponent, where Robert's fist reaches behind the opponent's active hitbox. The startup speed is slower than Close Heavy Punch and can be substituted to create a larger gap in a blockstring to bait an action.
  • Crouching Heavy Kick Down.gif + (Snkd.gif) - Long sweep that can cancel into Ryuugekiken (Qcf.gif + Punch.gif) as a blockstring; whiff canceling the sweep can potentially anti-air if the opponent hops over a sweep, and by mixing up between canceled and uncanceled sweeps the opponent must guess a guard cancel roll to punish the simple 2-in-1.
    • Possibly better as an anti-air since a Crouching Light Kick is difficult to transfer into a combo, and Crouching Heavy Kick has a longer reach.
  • Blowback Attack (Snkc.gif + Snkd.gif) - A big, horizontal boot that cancels into specials. The hitbox is large and can work as an anti-air, meaty, or blockstring tool; when a wall of hitbox is needed, this attack provides it.
  • Jumping Light Punch (Air Snka.gif) - Cancelable downward punch that's mainly overshadowed by Jumping Heavy Kick/Punch.
  • Jumping Light Kick (Air Snkb.gif) - A Ryu-like downward kick that resembles Robert's old divekick. This attack starts fast and has a decent window of active frames, though it doesn't deal much hitstun. Works as a jump-in or quick air-to-air in certain situations.
  • Can cross up.
  • Jumping Heavy Punch (Air Snkc.gif) - Close, deep vertical punch. Robert's best air-to-ground approach against a close opponent or when attempting to hit a low to ground opponent. Causes heavy hitstun and is also cancelable into aerial specials and DMs.
  • Jumping Heavy Kick (Air Snkd.gif) - Long horizontal kick with a strong vertical hitbox; a very good tool for approaching another player or for when zoning in the air. Difficult to anti-air when spaced from maximum range, and deals heavy hitstun. Good choice as a ground-to-air attack until the opponent is close, at which point Jumping Heavy Punch becomes a better option.
    • Works as a cross up.
  • Jumping Blowback Attack (Air Snkc.gif + Snkd.gif) - Traditional flying karate kick with a strong horizontal reach; this makes Robert's Jumping Blowback Attack a slow but strong air-to-air for challenging the opponent. Confirmable on Counterhit into a followup.
    • Cancelable into aerial specials/DMs.

Unique Attacks

  • Upper (F.gif + Snka.gif) - Command uppercut that can hit twice but only cancels on the first hit, causes a large vertical launch if it hits when not canceled-into. Chains from F.gif + Snkb.gif or off Close Heavy Punch, and both methods give Robert a really easy chain hitconfirm. The second hit may not even connect due to spacing or if the opponent crouches, so it's generally best canceled since if it whiffs the opponent is more prone to punishing Robert.
    • This can also anti-air although the laggy startup limits its use primarily to anti-airing jumps, not hops. If it hits, the opponent will be launched and Robert can land a damaging follow up.
  • Low Kick (F.gif + Snkb.gif) - A low shin kick that actually hits low. Cancels into specials and Upper (F.gif + Snka.gif) and combos from Heavy normals as well as Crouching Light Punch. The recovery's only slightly negative on block so it's punishable only by incredibly fast moves like instant grabs or EX moves.
    • Moves Robert forward, which helps to make Upper (F.gif + Snka.gif) not whiff. Starting a combo as cl.C f.B f.A is the most consistent combo chain for Robert.
  • Ushirogeri (Snkb.gif+ Snkd.gif) - Functions just like Iori's Gaishiki: Yuriori (Jumping B.gif + Snkb.gif as a crossup attack, only Robert's input is simpler. Must be done low to the ground to hit crouching players.
    • Does not hit high; can be crouch blocked.
  • Triangle Jump (Ushirogeri) (Near edge of screen, Snkb.gif+ Snkd.gif) - Robert jumps forward off of a wall. Can be used as a corner escape method or as a crazy setup into a Ushirogeri crossup attempt.


  • Kubikiri Nage (Right.gif or Left.gif + Snkc.gif or Snkd.gif [while close]) -

Special Moves

  • Ryuugekiken (Qcf.gif + Punch.gif) - Fullscreen fireball, much like a standard Hadouken. Snka.gif version travels slower and has better recovery and the Snkc.gif version travels faster while leaving the player with more recovery. A solid zoning tool for controlling the short hop space and the ground, as well as a potential anti-air. Safe as a frametrap ender unless the opponent performs a guard cancel roll.
    • This is a non-grounded projectile meaning certain slides, attacks, and DMs can be used to pass underneath of the projectile.
    • Ex.png Ryuugekiken (Qcf.gif + Snka.gif + Snkc.gif) - Travels faster and causes a soft knockdown; nullifies normal projectiles and will cancel out against other EX projectiles. Nice tool for projectile wars or to catch the opponent off guard with its speed.
  • Ryuuga (Dp.gif + Punch.gif) - The token rising vertical uppercut. The weak version is stays low to the ground but has a smaller hitbox as opposed the two twice-hitting strong version which moves Robert higher into the air while being more invulnerable on startup.
    • The Snkc.gif version functions as a simple combo ender that can be Drive Canceled for combo extensions. The horizontal hitbox is also larger on the ground.
    • Ex.png Ryuuga (Dp.gif + Snka.gif + Snkc.gif) - A faster and more invulnerable Ryuuga uppercut.
  • Hien Shippuukyaku (Downleft.gif (charge), F.gif + Kick.gif) - Robert travels half-screen with a flying kick that causes a knockdown on hit or bounces him backward on block. The Snkb.gif kick recovers faster on block and can be difficult to punish. The strong version behaves oppositely, being less safe but more damaging. Both versions can be Drive Canceled.
    • Ex.png Hien Shippuukyaku (Downleft.gif (charge), F.gif + Snkb.gif + Snkd.gif) - Launches the opponent on hit, but heavily punishable on block by a Close normal.
  • Hien Ryuujinkyaku (air Qcb.gif + Kick.gif) - Robert's divekick is more punishable than in previous games as he no longer bounces off the opponent on block, instead landing in front of the player with a frame disadvantage. While not as abusable, Robert still has a way to alter his aerial trajectory on command. Still, this is an important tool for its use in Drive Cancel combos as it leaves the opponent in a hittable state afterward.
    • Ex.png Hien Ryuujinkyaku (air Qcb.gif + Snkb.gif + Snkd.gif) - Launches opponents higher on hit, allowing greater follow-ups. The normal divekick can be Drived Canceled into its EX version to allow Robert to touch down and follow up further, plus the cancel will only come out on hit if buffered.
  • Gen'eikyaku (F.gifB.gifF.gif + Kick.gif) - Multi-hitting kick ranbu that sucks the opponent in on hit. Somewhat slow to start up, but this is mainly a combo tool as whiffing the attack leaves the player incredibly vulnerable. Drive Cancels, but generally not worth it as none of Robert's follow ups will hit. The most you can get off of doing so is some oki pressure. Most damaging finisher for 0 meter HD combos.
    • Ex.png Gen'eikyaku (F.gifB.gifF.gif + Snkb.gif + Snkd.gif) - Deals a heftier amount of damage than the standard version and Drive Cancels into followups, though in the corner Robert can link a Dp.gif + Snka.gif without spending any additional meter. Useful for boosting damage during HD combos.
  • Ryuuren: Gen'eikyaku (Hcf.gif+ Kick.gif) - Although this move is typically a proximity unblockable, in KOFXIII it behaves as a command grab, albeit not an instant one. This can be linked from a Crouching Light Kick on hit or comboed into from close ranges. Overall, a useful tool on the offensive that increases the way Robert can break down the opponent's defense. Like most command grabs, it can be punished by a neutral hop for a full combo if baited.
    • This is also a great defensive option for punishing a variety of moves that are safe against most counterattacks and can even function as a reversal. Be careful though, quick invincible reversals can potentially punish your attempt to use this move.
    • Ex.png Ryuuren: Gen'eikyaku (Hcf.gif + Snkb.gif + Snkd.gif) - Has an extended range which allows it to connect from Robert's command chain series plus it launches the opponent directly upward on hit for a follow-through. However, it scales damage heavily.

Desperation Moves

  • Ryuuko Ranbu (Down.gifDownright.gifHcb.gif + Punch.gif) - A standard Kyokugen ranbu DM. Decent basic combo finisher.
    • Ex.png Ryuuko Ranbu (Down.gifDownright.gifHcb.gif + Snka.gif + Snkc.gif) - High-damaging ranbu that ends with a flying kick that deals unscaled damage. Great for finishing combos, and like most EX DMs this one's startup invulnerable and can be used to punish projectiles and attacks.
  • Haou Shoukouken (Right.gifHcf.gif + Punch.gif) - Fullscreen projectile DM. Another tool for projectile wars, though not as effective as Ryuuko Ranbu for raw damage though it can be substituted into combos. The projectile can be difficult to jump over so it can be used to cover the screen, though the projectile deals minimal chip damage and can possibly be punished by a roll or invulnerable attack.
  • Hien Shippuu Ryuujinkyaku (Down.gifDownright.gifHcb.gif + Snkb.gif + Snkd.gif) - Robert jumps backward during the superflash and does a divekick that will ride the opponent into the ground. Robert's most damaging finisher inside combos. The attack travels very fast and can be used from the air so it can be used as an abare tool, and the recovery on block is surprisingly neutral which makes it more useful in abare situations. If the divekick whiffs and Robert hits the ground, the resulting explosion can hit the opponent for 180 damage, and leaves them in a juggleable state afterwards, allowing for follow-ups.

Tips and Tricks


Universal combo starters:

  • cl.C f.B f.A (most damage for shorter combos)
  • cl.C f.B
  • cl.D(2) f.B
  • cl.D(1) f.B f.A
  • cr.B cr.A f.B (need to be somewhat close to land the cr.A)
  • cr.B cr.A f.B f.A (need to be very close)
  • cr.B B (only really goes into supers and db,f+B)
  • cr.B B B (like the above but you need to be very close)
  • any jump in into one of the above, normally you should go into cl.C from a jump in as it is the fastest.

0% Drive

0 meter

  • cr.B B B db~f+B (144 dmg)
  • cl.C f.B f.A dp+A / dp+C / f,b,f+K (193 / 229 / 214 dmg)
    • dp+A give a long soft knockdown, dp+C does the most damage, and f,b,f+K gives a hard knockdown that sends them flying across the screen.
  • cl.C f.B hcf+K (234 dmg)
  • cl.D(1) f.B f.A hcf+K (238 dmg)
    • Most damaging meterless combo, also gives hard knockdown and sends them flying across the screen.
  • (corner) f.A qcf+P, dp+C (222 dmg)
  • (midscreen) f.A, db~f+D / dp+C / j.C (171 / 166 / 126 dmg)
    • db~f+D does the most damage, dp+C is easy to connect and does decent damage, and j.C gives you an easy chance to go for a crossup, or even dash under if you anti air at the right height.
  • (corner) deep j.qcb+K, dp+A / dp+C (126 / 166 dmg)

1 meter

  • cl.C f.B f.A qcf,hcb+P (323 dmg)
  • (corner) hcf+BD, qcf+A, dp+A, dp+A (229 dmg)
    • Comboing into this does less damage than super, but the combo itself gains about 50% meter and 25% drive if done from a full chain of normals.
  • (midscreen) hcf+BD, db~f+D / run dp+C (182 / 179 dmg)
    • Not quite as good for comboing into unless your back is to the corner. Ending with db~f+D is maximum damage and puts you a full screen away for zoning. While run dp+C gives more initiative.
    • If you delay the dp+C after the run enough, you can cross under the opponent doing a side switch combo. This can be useful for positioning if your back is somewhat close to the corner.
  • (corner) deep j.qcb+BD, qcf+A, dp+C (282 dmg)
  • (corner) f.A, j.qcb+BD, qcf+A, dp+C (327 dmg)
  • db~f+BD, dp+C (247 dmg)

2 meter

  • cl.C f.B f.A qcf,hcb+AC (411 dmg)
  • (corner) f.A qcf+A, qcf,hcb+AC (419 dmg)

3 meter

  • (corner) hcf+BD, qcf+A, qcf,hcb+AC (381 dmg)
    • Sort of meter wasting, but useful if you can kill from a grab or really need to burn some meter.
  • (corner) f.A, j.qcb+BD, qcf+A, qcf,hcb+AC (509 dmg)
  • (corner) deep j.qcb+BD, qcf+A, qcf,hcb+AC (479 dmg)
  • db~f+BD, qcf,hcb+AC (444 dmg)

50% Drive

0 meter

  • (in or near corner) cl.C f.B f.A dp+C (DC) qcb+D, qcf+P, dp+C (391 dmg)
    • You can still do most of this combo midscreen for some decent corner carry if you drop the dp+C at the end.
  • (corner) cr.B B B db~f+B (DC) qcb+K, dp+C (275 dmg)
  • (in or near corner) f.A, db~f+D (DC) qcb+K, dp+C (311 dmg)
    • This is neat for when you carry to the corner with db,f+D.

1 meter

  • (~30-45% screen from corner) cl.C f.B f.A dp+A (DC) qcf+P, db~f+BD, (optional) qcf+A, dp+C (461 / 425 dmg)
    • The second qcf+A needs to be delayed a pretty specific time so it can be tough to get. Just skip it if you can't hit it consistently.
  • (in or near corner) cl.C f.B f.A dp+C (DC) qcb+BD, qcf+P, dp+C (436 dmg)
    • Does a bit more dmg and is considerably easier than the version with no ex divekick. I recommend doing the one without the ex if you are able to though, that is if your meter isn't maxed out.
  • (midscreen) cl.C f.B f.A dp+C (DC) qcb+BD, db~f+D (400 dmg)
  • (corner) cr.B B B db~f+B (DC) qcb+BD, qcf+P, dp+C (366 dmg)
    • It may do less than 400 damage, but considering how it's confirmed it's still pretty good.

2 meter

  • cl.C f.B f.A dp+C (DC) qcb+D, qcf,hcb+AC (528 dmg)
  • (corner) cr.B B B db~f+B (DC) qcb+D, qcf,hcb+AC

3 meter

  • (in or near corner) cl.C f.B f.A dp+C (DC) qcb+BD, qcf+A, qcf,hcb+AC
  • (corner) cr.B B B db~f+B (DC) qcb+BD, qcf+A, qcf,hcb+AC

100% Drive

Simple Combos:

  • You'll want to go for these combos when really far away from the corner, or if you haven't learned a complicated corner carry combo yet. The damage is pretty good and still worth it, especially on the 3 bar one.

2 meter

  • cl.C f.B HD cl.C f.B > dp+C(1) xx qcf+C xx qcf,hcb+KK (632 dmg)
    • Not bad despite not being a loop or anything since Roberts neomax carries to the corner and damage is pretty good from all the normals. Even though the game is still slowed down, you can move as soon as Robert touches the floor after his neomax.
  • cl.C f.B HD cl.C f.B > dp+C(2) (DC) qcb+D, db~f+B (DC) qcf,hcf+BD (659 dmg)
    • A little bit more difficult than the previous combo, but more damage

3 meter

  • (anywhere) cl.C f.B HD cl.C f.B xx dp+C(1) xx qcf+C xx qcf,hcb+P xx qcf,hcb+KK (804 dmg)
    • The ranbu super was basically made for MAX canceling, there's a huge amount of hitstop on the uppercut where you can input the neomax.
  • (midscreen) cl.C f.B HD cl.C f.B xx dp+A(1) xx qcf+A xx qcf,hcb+P xx qcf,hcb+KK (827 dmg)
    • This one does a little bit more damage than the previous combo because of a small glitch with the damage scaling, when you super cancel the proration does not increase any more. So when executed properly, the fireball won't hit until after the super cancel, meaning it doesn't add 5% proration to the rest of the combo like usual.

HD Loops:

0-2 meter

  • (midscreen)cl.C f.B (HD) cl.D(2) f.B dp+A (DC) qcf+A, db~f+D delay (DC) qcb+D, dp+A (DC) qcb+K, dp+C (DC) qcf+C, dp+A (DC) qcb+K, dp+C(1) (DC) f,b,f+K or qcf,hcb+BD (656 / 813 dmg)
    • This combo only works started from like 30-45% from the corner, but the execution is pretty easy.
  • (corner) cl.C f.B (HD) cl.C f.B dp+C(2) (DC) qcb+D, delay [dp+C (DC) qcf+P, dp+A (DC) qcb+K (whiff)]x2, dp+C (DC) f,b,f+K or qcf,hcb+BD (650 / 820 dmg)
    • Works anywhere from like 45% from the corner to right up in the corner. Some people may find the long delay before the second dp+C to be annoying.
  • (corner) cl.C f.B (HD) cl.C f.B dp+C(2) (DC) qcb+D, [dp+A (DC) qcb+K]x2, dp+C (DC) qcf+C, dp+A (DC) qcb+K (wiff), dp+C (DC) f,b,f+K / qcf,hcb+BD (628 / 800 dmg)
    • Works anywhere from like 50% from the corner and is slightly easier than the previous combo due to less delay being required.
  • (midscreen) cl.C f.B (HD) cl.C f.B dp+C(2) (DC) qcb+D, dash dp+A (DC) qcf+A, db~f+D (DC) qcb+K, dp+C (DC) qcf+C, DP+C (DC) f,b,f+K or qcf,hcb+BD (657 /814 dmg)
    • Pretty hard if you're not good at doing the dash dp+A since the dash can't be buffered. Pretty useful though for the free corner carry.

1-3 meter

By using EX Hien Shippu Kyaku, Robert can improve his corner carry abilities considerably as well as make some combos easier. It also adds a bit of damage. Though for 3 meter you can just do a MAX Cancel combo instead, so these are mostly for when you have 1 meter and HD or really want to maximize damage.

  • (midscreen) cl.C f.B (HD) cl.C f.B dp+A (DC) qcf+A, db~f+BD, delay dp+C (DC) qcf+C, dp+A (DC) qcb+K, dp+C (DC) qcb+K, dp+C (DC) f,b,f+K or qcf,hcb+BD (679 / 849 dmg)
  • Works at around the 50-63% from corner range. Pretty easy execution, and the delay after EX HSK is pretty big.
  • (midscreen) cl.C f.B (HD) cl.C f.B dp+C(2) (DC) qcb+D, dash dp+A (DC) qcf+A, db~f+BD ... ??
    • Should work, but it's hard and someone else can figure it out.

Team Order

1st position


Much like King, Robert doesn't particularly require meter for his gameplan. He has a good meterless reversal, a strong fireball which cannot be hopped over, and very strong air-to-air normals. Of particular note is his j.CD, which has a long reach and fairly fast start-up. Using these tools, Robert can chip away at an opponent's health. Against other zoners like Athena and Saiki, Robert's high hop arc can easily go over their normally difficult to hop fireballs, allowing him to punish them more easily than a character with a lower hop. If Robert gets past your first opponent, he should be close to having full HD and 2 bars, enough to hit a second character for at least 80% from most areas on the screen.


With Robert's general gameplan, rounds involving him can sometimes take a while to finish. That means that Robert can recover little life after a round, even none if it comes down to a time-over.

2nd position



3rd position



Basic Strategy

Advanced Strategy

Frame Data

Game Navigation

EX Iori
EX Kyo
Mr. Karate
Duo Lon
Hwa Jai
Saiki (Boss)
Dark Ash