Robert |
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TEAM AOF |
General
Summary:
Best Position: Point Mid Anchor
Best Tools:
- Completely safe EX Decider kek
ROBERT GENERAL INFO:
– Light and hard fireball do the same damage
– Heavy hien senpuu kyaku does more damage (119) then light (94) but light combos from stlp, punishable.
– Light Hien senpuu kyaku – safe on block (lk)
– Backdash divekick in the corner seems to be legit
– Heavy kicks bnb do more damage than shp bnb.
– Low starters crlkx2 is better than crlk,crlp for both damage and range (58-53)
– raw overhead (forward a) isn’t cancellable. forward a cancelled from other moves is cancellable but not overhead. (overhead punishable,cancel into divekick for safeness, overhead into dive is a true blockstring)
– the string clsthp,fwdA,light or heavy divekick is safe on block. CROSSUPS: jlk is the crossup of choice, very tight though.
ANTI AIR: normals: vertical – sthk,crhp,clstlk,light dp, ex dp, climax horizontal
– stlp,heavy dp, ex dp situational
– divekick, heavy hien senpuu kyaku far jumps- ranbu, light or heavy fireball close jumps
– haouh shou hoken, heavy fireball, climax Dp**DM is actually legit use light DM for ranbu (251) and light for haouh sho hoken (260)
example: jhk,sthk,fwdb**haouh shou hoken 366 jhk,sthp,fwdb**Haouh sho hoken 342
Bio:
Misc:
Trials:
Normals
LP “Light Punch”
- Crouch :
- Stand :
- Far :
- Hop :
- Jump : same
Notes
LK “Light Kick”
- Crouch :
- Stand :
- Far :
- Hop :
- Jump : same
Notes
HP “Heavy Punch”
- Crouch :
- Stand :
- Far :
- Hop :
- Jump : same
Notes
HK “Heavy Kick”
- Crouch :
- Stand :
- Far :
- Hop :
- Jump : same
Notes
HPHK “CD Blowback”
- Stand:
- Air:
Command Normals
? LP “name”
- Overhead
?LK “name”
- Won’t cancel out of chain
?? P “Hikiokoshi”
- Use after Headbutt or Rolling Sobat
Specials
P “name” [EX]
- Poke/anti/counter/grab
- S5,A20,R14
- It’s…
- EX is…
Notes:
P “name” [EX]
- Poke/anti/counter/grab
- S5,A20,R14
- It’s…
- EX is…
Notes:
P “name” [EX]
- Poke/anti/counter/grab
- S5,A20,R14
- It’s…
- EX is…
Notes:
Supers & Climax
x2 P “name“ [Max]
- Type
- Max version is..
- .
- A
x2 KK “name” Climax
- Notes
Best Combos
Optimal
0 bars
- crlkx2**hien senpuukyaku 159 (0 on hit)
- crlk**dp 159 (but cancellable in super, 291 for haou – shou hoken, 282 for ranbu) can sacrifice damage for corner carry and position or confirm into haou shou hoken for keep away purpose.
1 bar
- crlk,crlk,slk**max**shk*+fwdb**ex tatsu, run, ex thousand kicks-
- 337 (works anywhere) damage
: – jhk,sthk,fwdb**max**shk,fwdb**ex tatsu,ex fireball, ex thousand kicks – 467 damage
– (point blank)crlk,crlk**dp** haouh shou- hoken – 291
– (point blank) crlk,crlk**dp**ranbu – 282 Haoh shou hoken does more damage at level 1 opposed to ranbu (200 – 185)
2 BARS USE:
- jhk,sthk,fwdb**max**sthk**fwdb**ex tatsu, ex fireball, dp**ex ranbu – 593 (doesnt’ work fullscreen) – with EX haouh – shou-hoken – 566 (doesnt’ work fullscreen)
- jhk,shk*+fwdb**max**shk**fwdb**ex tatsu,dp**ex haouh shou hoken 549
- Jhk,shk**fwdb**max**sthk**fwdb**ex tatsu,dp** ex randu – 576
Ranbu does more damage at lvl 2 than haouh sho hoken lvl2 (346-298) low starters max bnbs Ranbu > haoh shou hoken (near fullscreen carry – midscreen carry) 449 – 422
Videos
Strategy
Far Stand LK into MM combo. That’s all. Rinse and repeat.
Frame Data