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.