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)
[details=Spoiler]2/3 Meter Combo
[media=youtube]ULm7eo6X1KM[/media][/details]
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.