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Rave
09-11-2005, 12:47 AM
Probably the most user-friendly version of Robert yet!
Anyone have some strats to share?

I'll start off with some personal scrubby strats, just so this post isn't wasted.

Combos:
back+a, f,b,f+k. Easy combo, decent damage. Do it off a tag.
C, fwd+B, dp+k. Can miss if not done close enough.

I personally think he's a great choice for a leader, since he has 2 LDMs and they're both quite useful. Try Tiger Knee'ing the qcb, qcb D off the ground if you expect an attack during their jump.

Circular
09-11-2005, 07:06 PM
c.b -> back+b -> qcb b x4 is a nice little combo. You won't always get the full six hits, but it's possible for one of the qcb's to miss and still hit with the last kick. Moreover, the last kick knocks down.

nothing
09-11-2005, 07:18 PM
I could have sworn that you can do c.bx2 -> back+b -> qcb x4. I know you can definately do c.b ->c.a -> back+b -> qcb x4.

Saotome Kaneda
09-15-2005, 01:49 AM
I could have sworn that you can do c.bx2 -> back+b -> qcb x4. I know you can definately do c.b ->c.a -> back+b -> qcb x4.
Correct.

You can also do (corner) close C(or c.Bx2) -> f+B XX DP+D(1 hit) XX A Ryuuko Ranbu. And anoher short would be c.B -> b+B(same kick, makes some combos easier) XX FB.

Unlike Ryo, 2k3 Rob(from this point on referred to as Mr. Garcia, just like the old 2k3 thread) can fight in any position. He can rush, he can runaway, he can turtle.

At full screen you can toss fireballs(alternate between A and C) and unless you're predictable they can't do anything but try to jump in over them, at which point his basic As come into play. He has 4 choices, DP+K, s.C, s.D, and Gen'ei Kyaku(fbf+K). Short range, directly above you to slightly forward is dp; short range, but outside of dp range or if you don't feel like DPing/they're hop-happy is s.C, mid range is s.D if they empty jump or Gen'ei if they try to poke from the air. b+A is decent for empty hoppers too.

Full Screen Haoh Sho Kou Kens are fun for the rushers/blind fireballers, s the C version looks like it releases faster than Ryo's, ensuring you win FB fights. It's also fun to charge just outside of their roll range and make them guess when you'll release.

C Ryuuko Ranbu has a good bit of invul. A Ryuuko Ranbu combos. Pick your poison, A version can AA sometimes if you time it, while C version you can do when they're on their way down and you'll usually beat what they toss.

On knockdown mixup between c.Bx2, f+B XX FB(on guard, if you hit, go right into Hien Senpuu Kyaku or Ryuuko Ranbu instead of FB) and meaty f+A -> throw(let f+A hit pretty meaty, and you can pretty much mash throw). Another safe one would be close C -> f+A XX Ryuujin Kyaku -> throw. You can omit the throw and go for random DP if they get funny too.

IIRC TKed B version LDM is overhead. In any case it destroys any footsie games your opponent has, since that one c.B he sticks out can cost him 50%. If you see your opponent take to the skies in your direction at all, TKed D version will pop them. Do not pass go, do not collect $200. Don't forget that D Version LDM is a S Cancel off of the 2nd and 3rd hits of the B version of the Hien Senpuu Kyaku.

You know what? I'm gonna find the old 2k3 thread and move it here.


Edit: Fuck, it got lost in one of the DB crashes....

Rave
09-15-2005, 04:31 PM
Damn, thanks a lot, thats some good info.

zenwes021
09-15-2005, 08:57 PM
This is probably basic stuff, but I'm just learning and trying things but here goes. the hcf+k move connects to fbf+k in the corner, but i cant find anything that connects after that. So theres my little basic stuff...

Saotome Kaneda
09-15-2005, 09:24 PM
Damn, thanks a lot, thats some good info.
No prob, if you caught the old 2k3 thread you would've seen much of the same.

I don't think I have any other Robert tricks other than cancelling j.C or D into Ryuujin Kyaku. =/ He's versitile though, moreso than Ryo's magic DPing ass.

Circular
09-18-2005, 12:21 PM
I've been playing a lot of Robert recently. Just a couple thoughts...

f+A is a better meaty attack than it seems like it should be. I'm not sure if people have trouble differentiating it from the first hit of qcb K or they're just used to blocking low, but I get a lot of free hits with this. It helps that I poke a lot with c.B.

Air qcb K is surprisingly useful. Again, better than it seems like it should be. A bit of startup (be careful of ranbu supers that can be done in the air, like Kim's), but then it moves fast and recovers pretty quickly. I'm thinking that there might be a silly mindgame off of doing it so you land right in front of the opponent and throwing, but I'm not good enough at placing it yet.

If only I had an XBox-compatible stick so I could try the TKed LDM tricks...

Saotome Kaneda
09-18-2005, 05:27 PM
I've been playing a lot of Robert recently. Just a couple thoughts...

f+A is a better meaty attack than it seems like it should be. I'm not sure if people have trouble differentiating it from the first hit of qcb K or they're just used to blocking low, but I get a lot of free hits with this. It helps that I poke a lot with c.B.

Air qcb K is surprisingly useful. Again, better than it seems like it should be. A bit of startup (be careful of ranbu supers that can be done in the air, like Kim's), but then it moves fast and recovers pretty quickly. I'm thinking that there might be a silly mindgame off of doing it so you land right in front of the opponent and throwing, but I'm not good enough at placing it yet.

If only I had an XBox-compatible stick so I could try the TKed LDM tricks...
Hell, you can toss up f+A on standing opponents, and occasionally they'll duck, thinking it actually is Senpuu Kyaku, and still get a throw off before they realize what happened. I've gotten 3-4 reps of f+A -> Throw off before they tried to block high.

And Ryuujin Kyaku is pretty good, you can do similar stuff to what you'd do with f+A but on block. No need to land in front of them like T.Hawk, you just get them to block and more often than not you're at adv.


Close B can tick into hcf+K. =x

nothing
09-19-2005, 09:08 AM
are you sure that if you tk his LDM it's an overhead because it doesn't seem to be working for me...

Saotome Kaneda
09-19-2005, 09:50 PM
are you sure that if you tk his LDM it's an overhead because it doesn't seem to be working for me...
Been a while. Guess it isn't. Still doesn't matter, as it's primary function is really anti-footsies. You can punish anything without invul frames if it's out during the LDM flash.

nothing
09-20-2005, 09:25 AM
:( I guess but it'd be so cool if his ldm and his jumping qcb were overheads. that'd be evil...

Circular
09-22-2005, 08:58 PM
I checked the Enterbrain mook DVD last night. It showed a corner setup which seemed to be:

c.B -> f + A -> qcb K (repeat)

I'm having trouble doing it fast enough to get the f + A to cancel the c.B, so I end up with an uncancellable command move. However, you can do a (less effective) version of the trap with

j.D -> qcb D (repeat with occasional c.B)

This guard breaks very slowly, but the one time I really got it going it seemed to drive the opponent positively nuts.

Rave
09-26-2005, 09:40 PM
After 3 days of playing this online, my favorite Robert move has to be f+a. For whatever reason, I can't follow up to an in close hit though, I always get thrown out of it. But lately I've been doing the max range possible, like you would Yun's dive kick, and that seems a reliable safe way to do it. And since max range is like half the screen, it's pretty much doable whenever.
I love how well rounded he is, he's my counter of choice vs the runaway guys F HCF+P destroys the fireball wars. The only real issue I have with him is vs characters who excel in the air, especially Benimaru. dp+k is alright, but has a lot of lag if it's blocked/missed(either version), and Crouching C seems to trade hits a lot. Ranbu DM is excellent vs full on jumps, but when people start hopping at you, it's risky. Just my thoughts, anyone have tips dealing with these characters?

Saotome Kaneda
09-27-2005, 07:15 AM
After 3 days of playing this online, my favorite Robert move has to be f+a. For whatever reason, I can't follow up to an in close hit though, I always get thrown out of it. But lately I've been doing the max range possible, like you would Yun's dive kick, and that seems a reliable safe way to do it. And since max range is like half the screen, it's pretty much doable whenever.
I love how well rounded he is, he's my counter of choice vs the runaway guys F HCF+P destroys the fireball wars. The only real issue I have with him is vs characters who excel in the air, especially Benimaru. dp+k is alright, but has a lot of lag if it's blocked/missed(either version), and Crouching C seems to trade hits a lot. Ranbu DM is excellent vs full on jumps, but when people start hopping at you, it's risky. Just my thoughts, anyone have tips dealing with these characters?
f+A is better used meaty. You'll almost always beat them to the throw that way.

For hoppers, far C works when they get predictable, and early DP+B will stop them too. Depending on what they hop with, Genei Kyaku works as well.