KOF XII - Robert Garcia thread

Last night, I played for about 3 hours offline with my KOF-playing friend. Used Robert in every match, so Im gonna put up some random thoughts about him.

-Cr.B, Cr.A combos need to be done point blank for anything to connect afterwards. I found the easiest time to get them was on the opponents wake-up, or I rolled behind them.

-After a knockdown seems to be the best way to get a B+BD cross-up to land. Partly because the jumping angles feel so wierd now, also you need to land close so you can combo st.C, F+B, F+A xx Dragon Punch/Command Grab/HSPK/DM

-Always use j.C for air-to-ground, seems to have better priority and it combos into stand C easily.

-Go for st.C, F+B, F+A xx ~db-F+D. If you cant do that, use CD instead of the F+B F+A.

-His sweep is pretty slow, I tried not to use it in block strings. But you can cancel it if they block.

-Hop A seems better then hop B. You can do Hop A, cr.B, cr.A, dp+C.

-CD seems really strong in the air and on the ground.

I guess you can play him like a ghetto 98 Takuma, and zone with his fireballs and then react and punish accordingly. I had more success playing him as a rushdown character. His combos do a good amount of damage, so you might as well use them.

High-low game is okay. The fact that you can combo DM off of cr.B, cr.A, F+A means that his cr.B needs to be taken seriously.

I couldnt find any corner-specific combos, but In the long run I don tthink it matters, because he does good enough damage with his normal combos. I kind of like the fact that he doesnt need the corner to succeed like Ryo (for example) does.

-CC Combos, the best one is the arcadia one that I posted above, which can be done anywhere.

Without Meter in the corner: CC -> F+B, F+A, DP+C, DP+A, DP+A, CD xx FBF+D.

Without Meter outside of the corner: CC -> F+B, F+A, DP+C, DP+A, DP+A, CD xx ~db-F+D.

Sorry? Could you explain this a bit more please?

It’s called a “TK” aka “Tiger Knee”. Take for instance Akuma. To do a TKed air hadouken your input would be something like this::qcf::uf::p: or:qcf::u::p:

The game will read the input for when you enter the command on the ground but since you didn’t press P until after the :uf: or :u: input and since the move is possible in the air the game will believe that you performed it in the air thus allowing you to execute the move ASAP off the ground. It works because 1)the move is possible in the air and 2)Since you press up that makes you jump so doing :qcf::uf: will cause you to jump.

wow man thanks, i can’t believe i didn’t know this… and to think i tried to execute super fast air moves off hyper mini hops…

This works in KOF also?? How about KOF 98 UM ??

It should work. I don’t recall anyone ever saying it didn’t.

Love his C > CD > [1]6D combo, does ~ 215 damage. You can hit fireball or rushdown DM off the CD, too

Dude, wtf? It’s Genei kyaku. The Ryuuren version is new, but both are basically the same technique.

My CC is stupid easy and pretty ghetto. 479 dmg, 20 hits though.

CC->f,d,f,+A; f,d,f+A; f,d,f+A; f,d,f+C; qcf, hcb+C

Without meter it’s the same except db(charge)f+D. 373 dmg. Although there’s a few things I sometimes do for a bit more without meter, I don’t feel like typing the notations lol.

what the timing on db~f+k off of f+a and cd. no luck?

Never tried his [1]6+B/D off 6A, but off of C > CD I press C and quickly charge 1, CD then 6+B/D.

Well with both of them you need to start charging right away. So for a combo like:

s.C, F+B, F+A, db~f+K. you input the F+B and F+A fast and you start charging db before teh F+A finishes. You nee to input the F+K part after the F+A connects, a good half second after.

same idea for after a CD attack, start charging db right after s>C hits, then do the CD attack and input F+K after teh cd attack connects.

thats what i was thinking ill keep praticing the f.b,f.a,db~f.a. as for c,cd,bd~f.a when i hold db after c then do cd ill get the auto guard?

nope, the auto guard cd attack wont come out if your cd is part of a ground combo.

gotcha if, if i get the auto that means i messed up the combo…

Well this is Robert discussion, so…

what can punish his kien shippu kyaku (charge db, f+k)?

It seems extremely safe. On certain characters… it seems abusable. I know all characters have the blowback attack. But anything for a blocked shippu kyaku?

Leona and Andy can run up to him. (Or Andy can Elbow him or Elbow up to him instead of running up.)

Both of them can punish it for a lot of damage. I’m guessing Benimaru and a lot of others can punish it too.