Dream Cancel Wiki Entry
Dream Cancel Character Thread
SRK Wiki Entry
It seems Robert gets no love. I hear he's seen rather often online, but I never play online so I wouldn't really know about that. Also, there's quite a glaring error in both wikis (since corrected), in that they both state that Robert's B Hien Shipuukyaku cannot be Drive Canceled. It can, and is quite useful. It's even stranger considering that there's a combo in the SRK wiki that uses a drive canceled B Hien Shipuukyaku. (I've since fixed the SRK wiki entry.)
These are some of the combos that I use or that I don't see listed in the SRK or DC wikis. I think I'll try to make a video of them (shakeycam, lol)
Wall-to-Wall Corner Carry | HD + 1/2/3 Meter (699/755/856 Damage)
Spoiler:
2/3 Meter Combo

cl.C, f.B, (HD), cl.C, f.B xx dp+C (DC) qcb+BD, Forward Dash, dp+A (DC) qcf+A, [db]~f+D (DC) qcb+D, dp+C (DC) qcf+A, dp+C xx fbf+B/D or qcfhcb+A/C or qcfhcb+BD.
Notes: This combo won't work too close to the corner due to the fireball after the 1st dp+A whiffing, one can substitute dp.C instead, and substitute [db]~f+B for the followup. Will do slightly less damage. I use in situations when I don't want to risk messing up Robert's more finicky HDs, or if I just need the corner carry. In terms of execution, I think it's Robert's easiest HD combo outside of his minimalist DM to NM HD Combos and easier than the wall carry combo using [db]~f+BD in the wiki. The difference between this and the corner carry combo in the wiki is that those won't work from the absolute furthest point away from the corner.
Mid-screen, works from 55% away all the way to corner | HD + 0/1/2 Meter (665/721/822 Damage)
cl.C, f.B, (HD), cl.C, f.B xx dp+C (DC) qcb+D, [db]~f+B (DC) qcb+D, dp+C (DC) qcf+A, dp+A (DC) qcb+D (whiff), dp+C (DC) qcf+A, dp+C xx fbf+B/D or qcfhcb+A/C or qcfhcb+BD
Notes: You can start this combo farther away from the corner then the one listed in the wiki, which goes directly from qcb+D to dp+C (DC) qcf+C. Also does slightly more damage. If one is having issues getting the last DP out however, you could just omit it and go into NeoMAX off of the last fireball.
Corner only. | 1 Drive 1 Meter
(jump-in), cl.C, f.B xx dp+C (DC) qcb+D, qcfhcb+A/C
Notes: Tough to time qcb+D correctly, probably Robert's most damaging combo for 1 meter and 1 drive off of a jump-in. Without the jump-in, dp.C (DC) qcb+BD, qcf+A, dp+C actually does slightly more damage. The little bit of extra damage probably isn't worth the increase in difficulty, but hey, if you can do it consistently...
50% Away from/up to the Corner | 1 Drive 2 Meters (525 Damage]
cl.C, f.B, dp+C (DC) qcb+BD, [db]~f+BD, qcf+A, dp+C
Notes: Leaves Robert with more drive and meter than if one used dp+C (DC) qcb+D, qcfhcb+AC. When a jump-in in used, this combo does about 10 less damage than dp+C (DC) qcb+D, qcfhcb+AC, while without a jump-in the damage difference is negligible.
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0 • Off Topic Disagree Agree Like- Spam
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0 • Off Topic Disagree Agree LikeIn general, extra meter with Robert generally translates into better corner carry, but not really much more damage. Unlike characters with very quick Level 1 or 2 DMs, Robert's level 1 Ranbu takes around 40% of HD mode's time to get to the last hit, which means in order to do a DM to NeoMAX, Robert would have to cut off his HD combo short, and thus not get very much of a damage boost at all. His level 2 must also be NeoMAX canceled before the final, unscaled hit, making it not of much use either.
EX Geneikyaku allows a Robert with 3 meters to do almost 900 damage in the corner with a very practical HD combo, and more than 900 with a more difficult one, by tacking it onto the end of HD combos, and really stretching out the HD timer in ways his super and normal drive cancels can't. It effectively takes the place of the level 1 super, and deals a good amount of damage in a fairly short period of time. Because of it's many hits, EX Geneikyaku will almost always do more than 100 damage at the end of a combo.
The only thing I really can't understand is why SNK made his normal Geneikyaku DCable when it puts opponents into a non-juggleable state. I guess you could cancel into a fireball or hien shipuukyaku midscreen, and use the hard knockdown to apply some wakeup pressure, but it's just not worth 50% of your drive.
Video Combo
j.C, s.C, f.B, HD, s.C, f.B xx dp+C, DC, qcb+D, dp+C, DC, qcf+C, dp+A, DC, qcb+K, dp+C, DC, qcf+A, fbf+BD xx qcfhcb+BD
Besides a rather easily dropped HD combo that does about 914, there's another variation that does slightly more damage to bring Robert up to 900 damage for 3 meters without too many executional hurdles.
Corner Only | HD + 3 Meters (900 Damage)
j.C, s.C, f.B, HD, s.C xx dp+C, DC, qcb+D, dp+C, DC, qcf+C, dp+A, DC, qcb+K, dp+C, DC, qcf+A, fbf+BD, dp+A xx qcfhcb+BD
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0 • Off Topic Disagree Agree LikeOf course, it also means aerial counter-hits from a stocked Robert near the corner spell huge damage against the opponent, and Robert's superb j.CD lends itself quite handsomely to this....
CH j.CD, j. qcb+BCD, qcf+A, [dp+C, DC, qcf+C, dp+A, DC, qcb+K] x 2, dp+C, DC, qcf+A, dp+P xx qcfhcb+BD
Alternate if some corner carry is needed, works about 45% from corner | 875 damage (IIRC)
CH j.CD, j.qcb+BCD, [db]~f+B, DC, qcb+D, dp+C, DC, qcf+C, dp+A, DC, qcb+K, dp+C, DC, qcf+A, dp+A, DC, qcb+K, dp+P xx qcfhcb+BD
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0 • Off Topic Disagree Agree Likealso just a heads up to AirLancer, the link to the DC character thread is busted.
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0 • Off Topic Disagree Agree LikeFixed
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0 • Off Topic Disagree Agree LikeCorner Counter-Hit Combos off of j.CD | HD + 0/1/2 Meters (653/737/810 Damage)
0/2 Meters: CH j.CD, j.qcb+BC, [dp+C, DC, qcf+C, dp+A, DC, qcb+K] x2, dp+C, DC, qcf+C, dp+P, DC fbf+K or qcfhcb+BD
1 Meter: CH j.CD, j.qcb+BCD, qcf+A, [dp+C, DC, qcf+C, dp+A, DC, qcb+K] x2, dp+P, DC, fbf+K
Of course, with 2 Meter + HD, if you're too far from the corner and land a CH j.CD, HD Bypass NeoMAX for 527. Handy for when you need to get rid of that last character, and happen to land an air CH.
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0 • Off Topic Disagree Agree Likeit's funny, I never really thought to go from cr.A to fwd+A and now that I'm trying it out it's giving me problems. The leniency of cr.B xx cr.A cannot be really taken advantage of because when following up with fwd+A you will be too far if you're too slow. You really have to be point blank if you want to take extra frames to confirm anything prior. fwd+B comes out a little slower most definitely, but its range and options afterward far outweigh the speed disparity, I think.
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0 • Off Topic Disagree Agree LikeI also have a much easier time doing c.B, s.A, f.B. A real shame that almost all of Robert's far standing normals whiff on crouchers...
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0 • Off Topic Disagree Agree Likecan you give the best combos with :
1 bar
1 drive
1 bar + 1 drive
2 bar + 1 drive
1 bar + 2 drive
2 bar + 2 drive
THANKS
Your signature has been modifed, please read the rules.
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0 • Off Topic Disagree Agree Like1 Bar
cl.C, f.B, f.A xx [db]~f+BD, dp+C
1 Drive
Don't bother, just do a meterless.
1 Bar + 1 Drive
Mid-screen
cl.C, f.B, f.A xx [db]~f+BD, (delay) dp+A, DC, qcf+A, [db]~f+D
or
cl.C, f.B xx dp+C, DC, qcb+BD, dash forward, dp+C (less damage, easier execution)
or
cl.C, f.B xx dp+A, DC, qcf+A, [db]~f+BD, j.C, qcb+D (Reset set-up, have slight frame advantage upon landing, I'm pretty sure)
Corner
cl.C, f.B xx dp+C, DC, qcb+BD, qcf+A, dp+C
2 Bars + 1 Drive
Anywhere
cl.C, f.B xx dp+C, DC, qcb+D, qcfhcb+AC
Up to ~50% away from corner
cl.C, f.B xx dp+C, DC, qcb+BD, [db]~f+BD, qcf+A, dp+C (similar damage when done w/o jump-in, builds more meter for Robert)
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0 • Off Topic Disagree Agree Like- Spam
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0 • Off Topic Disagree Agree LikeIf you're having trouble with timing, watch the HD combo compilation I put up a few posts up. It should help you get a visual on what you should be doing.
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0 • Off Topic Disagree Agree LikeUsing Robert's EX Command grab, he can set up a safe-jump anywhere on screen.
To accomplish this, immediately after the EX grab, Robert must move very slightly forward in order for his s.B to hit the opponent. Tap forward and hit B, then immediately hyperhop in with j.C. Make sure not to hold forward or you'll get f.B instead.
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0 • Off Topic Disagree Agree LikeKOF 98UM: EX-Ryo Brian Kyo Terry Eiji Tak
SSFIVAE: Dan
KOF XI: Ryo (Leader) + 2 Random
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0 • Off Topic Disagree Agree LikeWall-to-Wall Flash, HD + 4 Meters
j.C, s.C, f.B, HD, s.C, f.B xx dp+C, DC, qcb+D, dp+A, DC, qcf+A, [db]~f+D, DC, qcfhcb+BD, qcf+A, qcfhcb+AC
99.7% Corner Combo, HD + 5 Meters
j.C, s.C, f.B, HD, s.C, f.B, dp+C, DC, qcb+BD, qcf+A, dp+C, DC, qcf+A, fbf+BD, dp+A, DC, fbf+BD, DC, qcfhcb+BD
Actually, putting up the video and watching it made me want to mess around and practice some more, and lo' and behold I found another useful combo...
Man, I really wish they'd made Robert's NeoMAX so that you could choose whether he surfs or just does the explosion by whether you tap or hold down BD...
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0 • Off Topic Disagree Agree LikeRobert's Partially Hitting NeoMAX and You (Partial Law)
Currently, the most common ender to Robert's HD combos is his NeoMAX, which when fully scaled deals out 225 points of body-surfing damage. However, one practically forgotten application of his NeoMAX comes into play when it only partially hits the opponent. You may have observed this if you tried to use the NeoMAX raw, and barely missed, only hitting the opponent with Robert's touchdown explosion. This hit will always deal out 180 damage. The great thing about this however, is that when properly setup this attack can allow Robert to follow up with several options. It also allows Robert to extend HD combos past the point at which the HD meter runs out, by using the NeoMAX bridge the gap to more damage.
In the following video, which was simply another small collection of combos but used here to illustrate the partial's uses, the most practical and efficient set up so far is from the 3rd combo. In it, the partial is followed up by a fireball -> EX Ranbu. However, it could also be followed up by a Geneikyaku, or fireball -> EX Geneikyaku -> dp+A for 2 or 3 meter HD combos which also build back a little meter afterwards.
Note: Don't forget to check out Robert's thread on the DreamCancel forums! Lots of good stuff in there as well, from me and others.
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0 • Off Topic Disagree Agree LikeFunny you should mention the NeoMax shenanigans. I was playing a friend of mine, we were in the final round and it was Robert vs. Robert. It's down to the wire and I hyperjump to try and cross him up to hit him with a low kick and win. Where it gets weird is, he activates his NeoMax and while I was actually in the air BEHIND him (maybe at about 10-11 o' clock if that makes sense) the NM actually HITS me! He didn't catch me and surf, but I guess the ascension caught me. I'm not sure what the hitbox looks like, but based on that, it seems like it can actually hit BEHIND Robert if you activate it at the right time. I'll try to do some stuff in Training Mode and see if I can replicate it as I was just so in awe that I forgot to save the replay.
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0 • Off Topic Disagree Agree Likehttp://dreamcancel.com/forum/index.php?topic=1662.msg63096#msg63096
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0 • Off Topic Disagree Agree LikeAlso, a true 4 meter death combo.
Some of you may ask "why use the partial NeoMAX at all?" Let's list out the benefits:
1. Builds less meter for your opponent than using the full NeoMAX. Especially combos that use EX Lightning Legs DC NeoMAX.
2. For the 2-meter and 2nd 3-meter (as seen in video) combos, you build a little bit of meter back for yourself after the Partial NeoMAX hits.
3. Generally does more damage.
4. More damage/builds more meter = More meter efficient.
5. When used against back turned opponents, can lead into 50/50 situation. (See the DreamCancel Robert thread for info.)
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