=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= THE KING OF FIGHTERS 99 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= * * * * * * * * * * * * * * * * * * * * * * * * * * * Robert Character FAQ * * For Arcade and PSX * * Written by: Orochi K * * kartelkertra caramail com * * FAQ created on September 4, 2001 * * v Final - April 29, 2002 * * * * * * * * * * * * * * * * * * * * * * * * * * * -=-=-=-=-=-=-=-=-=- DISCLAIMER -=-=-=-=-=-=-=-=-=- Copyright 2001, Orochi K. This document is protected by US Copyright Law, and the Berne Copyright Convention of 1976. It is intended for personal use only and cannot be used for profitable purposes. You may print it for your own use and may distribute it freely as long as it remains intact and no banners/advertisements of any sort are added to it. Do not take any info from this FAQ and claim it to be yours without my permission. This FAQ may be viewed only at the following sites w/out having to ask me: - www.gamefaqs.com - www.neoseeker.com - www.cheatcc.com - www.psxcodez.com - www.cheatcodes.com Webmasters whose sites are not listed and who wish to post this FAQ should e-mail me and seek permission first. Your site will then be included with the next update. The King of Fighters is Copyright SNK, Japan. -=-=-=-=-=-=-=-=-=- INTRODUCTION -=-=-=-=-=-=-=-=-=- Robert, who was originally in Art of Fighting - another great beat-em-up by SNK, has been in KoF since '94. His vast variety of moves and his great Desperation moves always made him a very good choice but it was in '97 that Robert became an essential character. It was still the case in '98 where there were 2 versions of Robert to choose from. However, in '99, SNK changed him in all ways. He got a new outfit and all his moves were changed and he got a new DM (but lost one too). The new moves were somewhat disappointing and more difficult to pull off and while he had been 'comboed-frenzy' in the precedent KOFs, it was no longer the case in 99. But he's still a cool character though (if you take the time to practice him well) and he still has some neat combos. -=-=-=-=-=-=-=-=-=- CONTENTS -=-=-=-=-=-=-=-=-=- 1. Revision History 2. Controls 3. Robert's Bio 4. Moveslist 5. Moves Description 6. Combos ------------------ REVISION HISTORY ------------------ Version 1.0 on August 17, 2001. - Created FAQ. Version 1.3 on September 4, 2001. - A whole bunch of additions and corrections. - Corrected typos. Version 1.4 on September 13, 2001. - Revised. Final version on April 29, 2002. - E-mail change! ---------- CONTROLS ---------- ub u uf A B \ | / b -- n -- f / | \ db d df D C General Notations: -------------------- n - neutral A - Weak Punch d - down B - Weak Kick u - up C - Strong Punch b - back D - Strong Kick f - forward Special Notations: -------------------- db - down-back P - Press A or C df - down-forward K - Press B or D ub - up-back AB - Escape uf - up-forward CD - Attack qcf - d,df,f BC - Call Striker qcb - d,db,b ABC - Enable Counter Mode hcf - b,db,d,df,f BCD - Enable Armor Mode hcb - f,df,d,db,b dp - f,d,df rdp - b,d,db ----------------- ROBERT GARCIA ----------------- Fighting Style: Kyokugen-ryuu Karate (Extreme Style Karate) Birthday: 12 / 25 Age: 24 years old Birthplace: Italy Blood Type: AB Height: 180cm Weight: 85kg Hobby: Collecting cars Favorite Food: Yakisoba (fried noodles) and sushi (raw fish) Best Sport: Motor Sports Most Important: His car collection Dislikes: Rakkyou (?) "If everyone loves a winner, I am freakin' irresistible!" ----------- MOVESLIST ----------- Ryuuchou Kyaku When close, b / f + C Kubikiri Nage When close, b / f + D Kouryuu Koukyaku Geri b / f + A Ryuuhan Shuu b / f + B Nidan Sokutou Geri df + B Hien Ryuujin Kyaku In air, df + K Ryuugeki Ken Charge b,f + P Hien Senpuu Kyaku Charge b,f + K Sen'en Renbu Kyaku Charge d,u + P Ryuu Zanshou Charge d,u + K Haou Shoukou Ken f,hcf + P Ryuuko Ranbu qcf,hcb + P Muei Senpuu Juudan Kyaku qcb,hcf + K Striker: "Ryuuren Moushuu" ------------------- MOVES DESCRIPTION ------------------- Kouryuu Koukyaku Geri b / f + A Overhead move where Robert jumps a little and kicks the opponent. If you put it in a combo, the move no longer acts a an overhead though. Useful in simple combos but not more. Never use this alone as its revoery times sucks and you're bound to regret it when Robert is back on his legs again. Ryuuhan Shuu b / f + B Robert thrusts his leg forward and kicks the opponent high. This is very useful move as long as you keep the following points in mind. Firstly, don't bother using this against small characters like Bao or Chin. It can also be used in simple combos (see combo section) and does appreciable damage. You may also use it in the more difficult combos but there are slightly difficult to pull against human opponents. The bad point is its recovery time which makes you vulnerable if the opponent successfully blocked it. It is also a quite good anti-air. Use it against those annoying jumping opponents. Nidan Sokutou Geri df + B 2-hit command move where Robert slides forward and kick the opponent low. I don't find any good use for this and it isn't even good in combos. Don't even bother with this move. Cool has submitted some combos with it and it seems to have uses now; see Combo section for the list. See also below for some very nice information about this move. Hien Ryuujin Kyaku In air, df + K A slightly above average move provided you know when to use it. Robert charges at the opponent with his foot down and the move will deal a good amount of damage if it connects. A good point about this move is that, even if the opponent blocks, Robert seems to jump off him and will land safely out of reach of normal moves. But beware if the opponent is Iori or Ryo! :) Ryuugeki Ken Charge b,f + P His new fireball. A lot of people complained about its new look when '99 first came out and said that it was too slow, etc...Believe none of it. This is a terrific move and here's what. The input command makes it a cheap move which you can abuse against the CPU. Keep going on with it and you will lie laughing. The block damage is cool and will take most opponents down. And it is not really slow. The key is to know how to use it. If you're a KOF veteran, you will know how the make the maximum of it. Finally, it can be cancelled into a DM in Counter Mode but I don't really advise you to do that. It's just a waste of time. See below instead! Hien Senpuu Kyaku Charge b,f + K Remember how that move was useful in '97 against a certain mid-boss? :) It's still the same even though the input has changed. And just like with the fireball, this move becomes cheap when you know how to use it. It's that simple: just keep holding back while he performs it and as soon as his legs hit the ground, quickly do forward+K. Can be comboed for more damage. Sen'en Renbu Kyaku Charge d,u + P Robert has a new move. In this move, he will hit the opponent 4 times both with his legs and his hands. Heres the sweet part! You may add a standing C before to make it 5 hit and thus take more damage. And if you think that it isn't enough, you may add a jumping C/K or even his Ryuu Zanshou if you want. Can be cancelled into a DM in Counter Mode but more about that later. Ryuu Zanshou Charge d,u + K Again, the input for the Ryuu Zanshou has changed. The move still looks the same though. D version will hit twice while B will hit only once. You may combo the move in after the Sen'en Renbu Kyaku has ended. In fact, I will advise you to perform the move only in these conditions owing to the really lame recovery time. Because, if you miss or the opponent block, prepare to be hurt! :( Haou Shoukou Ken f,hcf + P HAOU SHOUKOU KEN! Kyokugen's trademark! DM version hits one while the SDM will do 5 hits and MASSIVE damage. Can be pulled as soon as his regular fireball hits the opponent. It doesn't combo but it may take the poor guy by surprise. Ryuuko Ranbu qcf,hcb + P Blah, this is none other than the infamous Tiger Boisterous Dance which will kick you ennemy for a great chunck of damage both in DM and SDM. The move has no animation if blocked. Use this when your opponent cannot block (like taking advantage of his recovery time!). Never use this alone! To be used only in regular and, of course, Counter Mode combos. Muei Senpuu Juudan Kyaku qcb,hcf + K His new DM. The weak version will hit for 15 hits while the SDM will go up to 25 hits. Can be comboed after a standing C to reduce the chances of it being blocked. If the first 2 hits are blocked, Robert won't do the rest. Very useful since it reduces the recovery time. Keep for combos. -------- COMBOS -------- I'm not going to divide this section into 4 parts like in my other FAQs for a very simple reason. Robert is difficult to master and his combos are not that obvious. I'll try to put the easiest ones first and the most difficult ones afterwards but just with the notes, you'll immediately see whether the combo is hard or not! Standing C -> b/f + A Not much to say about this easy combo. In '98, it was possible to add his air, df+K afterwards for an average combo but it is no longer possible to do so! ;) Standing C -> b/f + B Easy one that will take away some life. Jump C -> crouch C -> b/f + A I only pull this because it looks nice! No kidding! ^_^ Jump C -> crouch C -> b/f + B Same here! Crouch C -> charge b,f + K The trick here is to keep holding db when you perform the crouch C. Crouch C -> charge d,u + P One of his best combos but wait, there's more... Crouch C -> charge d,u + P -> jump P/K Very easy with practice! Crouch C -> charge d,u + P -> charge d,u + K Keep holding down when he performs the first move and quickly input u+K as soon as he finishes. Crouch C -> charge d,u + P -> charge d,u + P This can be done only when the opponent is cornered and believe me, it works. Here's what will happen! You need to do the second move as soon as the first one stops. Then, when Robert performs it, the opponent will be falling such that Robert's second hit will combo in. OK, it's the only hit that will connect but it's worth taking a look at! Jump C -> crouch C -> charge d,u + P Add in one more hit. Be careful though as the jump C may push the opponent forward and cause the rest to miss. Jump C -> crouch C -> charge d,u + P -> jump P/K Same advice here. Jump C -> crouch C -> charge d,u + P -> charge d,u + K Use this whenever possible for massive damage. Jump C -> crouch C -> charge d,u + P -> charge d,u + P ^_^ COUNTER MODE ONLY: Charge d,u + P -> cancel into qcf,hcb + A You need to cancel the first move after the second hit! And note that I've put A and not P for the DM!! C version takes too much time! COUNTER MODE ONLY: Charge d,u + P -> cancel into qcb,hcf + B One of my favourite combos! Nice and damaging, what can ya ask more!? Again, use only the weak version. COUNTER MODE ONLY: Crouch C -> charge d,u + P -> cancel into qcf,hcb + A 18 hits for your opponent to eat!! COUNTER MODE ONLY: Crouch C -> charge d,u + P -> cancel into qcb,hcf + B Doyaah!! COUNTER MODE ONLY: Jump C -> crouch C -> charge d,u + P -> cancel into qcf,hcb + A We reach the difficult ones! But it becomes easy with some practice though. COUNTER MODE ONLY: Jump C -> crouch C -> charge d,u + P -> cancel into qcb,hcf + B Very effective when the opponent is cornered. The jump C tends to push the opponent forward to mess up everything. POINTLESS STUFF WITH ROBERT: ---------------------------- Check the following out! COUNTER MODE ONLY: Charge d,u + P -> qcf,hcb + B A funny but useless combo. This involves no cancelling so stop thinking that I missed something! Perform the DM as soon as the move stops. Its second hit (the one where Robert jumps) will actually connect but not the rest. Pointless! Timing crucial! If you play with Robert and never do that, well you haven't played with Mr. Garcia. COUNTER MODE ONLY: Crouch C -> charge d,u + P -> qcb,hcf + B Add one more hit for moe pointless stuff! STUNNING STRATEGIES AGAINST CPU: These are some 'combos' which you can pull out against the CPU and other stuff you can try out just for fun. But don't go about and use it against a friend! ;) Corner opponent -> jump C -> crouch C -> charge d,u + P -> charge d,u + K --> qcf, hcb + C The CPU is so stupid that when the character gets up, he his the DM/SDM! And just think how this looks if it is indeed a SDM! But this is how it must be done though! Be quick with the DM, you need to pull it as soon as Robert is on his feet again. And do not replace the charge d,u + K by something else. * * * * * * * * * * * * * Contributed by Cool * * * * * * * * * * * * * All the following has been contributed by Cool. Yes, all of them!! Big thanks dude! ^_^ Combos with Nidan Sokutou Geri (df+B): --> Standing B ---> df + B ----> charge b, f + K --> Standing B ---> df + B ----> charge d, u + P Corner only --> Standing B ---> df + B ----> charge d, u + K Basically, you can pull out Robert's moves. The trick is to take avantage of the recovery time of the standing B at the start of the combo. The df+B can be cancelled in any move after the second hit and thus, you're not lacking possibilities! Still about df+B, it is possible to cancel it into a DM (and even SDM) after the first hit after a standing C or crouching A/C/D. This is terrific. Just think about the damage it'll do if you pull out a SDM! :) Combos with Ryuuhan Shuu (f/b+B): --> Standing C ---> b + B ----> charge b, f + K For the Hien Senpuu Kyaku, use the B version against small or crouching opponents and the D version against big and standing opponents. Very easy and damaging! --> b/f + B ---> qcb,hcf + K I need to revise my KOF more. :) You must be very close to the opponent for it to work. Otherwise, all the DM will miss. About the Sen'en Renbu Kyaku (charge d,u + P), the A version comes out quicker but it is safer because of the little lag time. The C version will be less quick but is more damaging. Be careful of the condsiderable lag time though. The third hit can be avoided by crouching. Well, that's normal since Robert hits high during this one. If the opponent has managed to block the move, he will be able to sweep you after the second hit of the C version. This doesn't apply to the A version because it is quicker. Those moves that can are done by charging down can also be done while running. Here's how! Just run (press and hold f,f). While Robert is running, move your finger onto df but do not release the direction. Robert should continue running. Now, just press up and the appropriate button and he will perform that move. Here are some very damaging low combos. Be sure to try these out, they are terrific: --> Crouching B ---> crouching A ---> charge d, u + A And a lot more but they're eay to guess now. Basically, all those moves that are done by charging up and down can be done. But stick to the low versions though. Better not take risks! D version of Ryuu Zanshou when pulled out after Sen'en Renbu Kyaku will do the same damage as jump CD. And since jump CD may miss due to miss-timing, better use the move! It is also a good anti-air and the D version will do wonders against an opponent who wants to cross over you. Here's an easy example (there are a lot of those but this one is the easiest and also the most common!): Suppose you are knocked down by the opponent. Let your character down, do not press AB to get up again. If that character attempts to cross over you, immediately do D Ryuu Zanshou. Since the character is jumping, he will never be able to block and will be hit for some serious damage. Sen'en Renbu Kyaku can be cancelled only on the second hit in Counter Mode. I forgot to mention that. Robert's slide attack (AB -> any button) can be cancelled to a special move. Try comboing it with the Hien Senpuu Kyaku and the Sen'en Renbu Kyaku. His standing CD will stop the opponent's move. Even some DMs if timed well. Crouching C is good for anti-air. I find it better than standing D! b/f + A is also a good anti-air and it rules against crouching opponent. Even Choi, Chin and Boa will be annoyed here! Jump CD is also good for anti-air (like everyone's else :))! And here's a very nice damaging combo which you should abuse: Corner opponent -> jump C --> crouching A --> Sen'en Renbu Kyaku --> jump CD --> immediately do Ryuu Geki Ken (A version ONLY) --> you can do 2 things now: if the opponent is hit by the Ryuu Geki Ken, do CD or Hien Senpuu Kyaku and if the opponent has manage to block, just throw him. He won't be able to get out of it! A useful counter hit combo: Hold back -> CD --> D version of Hien Senpuu Kyaku And some striker combos. Timing is extremely crucial for these combos: Call Yuri --> run to where she is ---> Ryuu Zanshou Call King when near opponent --> immediately do either the Muei Senpuu Juudan Kyaku or the Haou Shoukou Ken (A version only!) Call Clark --> Ryuu Zanshou/Ryuuko Ranbu A lot more will be included in the next update as well descriptions of Robert's standard moves but that will be around December because I'm very busy right now and don't have that much time for FAQ-writing. By the way, I got all these submissions a while back but couldn't find time to update and I'm having some problems with my connexion. I will also change the formatting in the next update. Hope you can put with the actual one! :) That's all, folks! If you have anything to add or want to give me more proof that Robert rules, mail me but remember to put "Robert 99" as subject. Constructive criticism is most welcome. -=-=-=-=-=-=-=-=-=- CREDITS -=-=-=-=-=-=-=-=-=- Special thanks go to: - SNK For making this hugely entertaining game. - CJayC For posting this guide and, of course, for such a great site. - Kao Megura I used his character bio and movelist names. He has a great KoF 99 FAQ which can be viewed at www.gamefaqs.com. - Vincent Chua For running the greatest KoF site there is. I got a lot of information from his great site. - Cool For a truly amazing amount of info and contributions. This guy's a true Robert player. Run away if you see him while you're playing KOF! :) -=-=-=-=-=-=-=-=-=- THE END -=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= THE KING OF FIGHTERS 99 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Copyright 2001-2002, Orochi K. All rights reserved.