EX/Ura Robert will also have his own thread, obviously. If you have anything to add/append, let me know and I'll update this accordingly.
= Command Moves =


- Overhead attack, loses properties if cancelled into
- Cannot cancel into air


- In corner, if done close enough, can follow with something fast (eg weak attaks or




- Hits high, will miss crouchers, short range
- Won't combo from normals
- Juggles opponent vertically by magical means


- Serves as combo extender
- Can be cancelled into specials or DMs even if done by itself
= Special Moves =


- Fireball, slow to come out
- Good for zoning purposes


- Pretty standard

- Links from weak attacks (eg.




- Can SC into Ryuuko Ranbu
Air


- B version goes down at a sharper angle, D version goes around 45 degrees




- B version has him do the move for a short while, D version has him doing it longer (if not hitting)
(close)


- Won't come out if not in range/won't connect
- Juggles opponent vertically
= Desperation Moves =


- A version has a slight startup time, C version comes out faster and travels farther
- So in the basic DM combo, you do like close





- Both versions have some invincibility and can go through fireballs
- Especially good at catching airborne opponents



- A version is slower, C version is faster
- Both aren't comboable
- Destroys weaker fireballs



- Comes out fast, can link from weak attacks
- Range is actually slightly farther from the hand
= Super Desperation Moves =



- Has invincibility
- Not comboable from anything
= HSDM =



- Unblockable
- Full invincibility during chargeup time
= Misc notes =
- Close D cancellable on first hit
- Close B hits low
= Starter Combos =
Low
















Once you got used to the above, you can try doing















(corner)









= Advanced Combos =









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= Vids Section =
Here's a good way to play Robert: