
=============================================================================
            THE KING OF FIGHTERS '98 : DREAM MATCH NEVER ENDS
=============================================================================

  Robert Character FAQ for The King of Fighters '98
  System: Arcade, PSX, Neo-Geo, Dreamcast
  Written by: Orochi K
  E-mail: kof_2k@hotmail.com
  FAQ created on September 13, 2001
  Version 1.17 - Last revised: October 14, 2001


  Copyright 2001, Ashvin "Orochi K" Sawmynaden. All rights reserved. This is
  a free publication and cannot be used for profitable purposes. All of the
  info contained in this FAQ  can be obtained just by playing the game and 
  some searching but please don't take info from this guide and just claim
  it to be yours.  Webmasters who wish to post this FAQ on their  site should
  read the disclaimer before e-mailing me.

  The King of Fighters and Robert Garcia Copyright SNK, Japan.

  This FAQ may be viewed only at the following sites w/out having to ask me:
  - www.gamefaqs.com (also check there for the latest version)
  - www.neoseeker.com
  - www.cheatcc.com
  - www.psxcodez.com
  - www.cheatcodes.com


  TABLE OF CONTENTS 

     I. Introduction
    II. Why choose Robert?
   III. Bio sheet
    IV. Profile
     V. Control notation
    VI. Short moves list
        a) Normal throws
        b) Command moves
        c) Special moves
        d) Desperation moves
   VII. Moves descriptions
        a) Normal moves
        b) Normal throws
        c) Command moves
        d) Special moves
        d) Desperation moves
  VIII. Combos
    IX. Strategy
        a) Guard Crush
        b) Dizzy
        c) Stuff+
     X. Author's last word
    XI. Legal disclaimer
   XII. Contact info
  XIII. Revision history
   XIV. Credits


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 INTRODUCTION
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 
I first intended this to be only a short combo FAQ but since I'm bored, might
as well turn it into a complete character FAQ with moves descriptions and 
all. And since CJayC has listed it just as a Robert FAQ, well, just another 
reason to work on this. Besides, there are some other stuff you need to know 
and I've included it all in this version.
Yo, just bring Mr. Garcia in now!


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 WHY CHOOSE ROBERT?
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Robert Garcia, of his true name Robert Garcia, is excellent both defensively 
and aggressively and, even, wonders of wonders, neutral. Basically, just play
with him and you'll beat the game, Omega Rugal or no Omega Rugal. He isn't 
that hard to master and has a vast array of combos, strategies and a lot of 
ego just like yours truly. :)

As a means to using him to his full potential, here comes this nice guide. 
My purpose is to give the guy the recognition he deserves and to make all 
opponents regret they have challenged you when you've chosen Robert!

Note though that there are some risks when you play too much with Robert. 
Here's a small list of the symptoms which will be observed by your friends/
teachers/family/pets once you're too much into Robert:

  (a) You flip coins whenever you're pleased.

  (b) The girl you love is well-protected by her dad and her older brother.

  (c) You buy every car you see.

  (d) You spin around in the hope of hitting people you hate.

  (e) You keep on bragging about how cool you are.

Of course, this is just a small list but these are the most observed 
symptoms.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 BIO SHEET
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Original Game: The Art of Fighting
In KOF Since: '94
Partners: Ryo & Takuma - '94
          Ryo & Takuma - '95
          Ryo & Yuri   - '96
          Ryo & Yuri   - '97
          Ryo & Yuri   - '98

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 (?)

     "Underestimate my strength, huh?  You're dumber than you look!"


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 PROFILE
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       Robert is the son of the wealthy Italian business man Alberto Garcia. 
Due to Alberto's friendship with Takuma Sakazaki, master of Kyokugenryo 
Karate, and willing to teach some discipline to Robert, the multimillionaire 
sends Robert to Takuma's dojo, where he begins to train. While acting like a 
spoiled brat the first few days, Takuma shows him the state of things in his 
dojo, and Robert had no other choice but to stay put and obey, and began to 
wield the power of the dragon. He quickly made friends with both of Takuma's 
children: the older son, Ryo, and the younger daughter, Yuri. While Robert 
and Ryo were very good friends, Robert had a special relationship with Yuri. 
He felt she was something special, and all three grew up being the best of 
friends...until...

       One day, Takuma disappeared, and soon after that, Yuri vanished as 
well. Ryo and Robert felt something bad was behind all this, so they accepted
to go out and search for her in the hostile and crime-filled Southtown. 
Robert and Ryo divided themselves to search clues for where she could be. 
Robert was determined to find her, since he knew he was very much in love 
with her, but he wasn't able to tell both Ryo and Takuma, fearful that they 
would be very angry at his idea. Still, Robert faced most of the criminals in
Southtown in order to find Yuri, and all clues pointed towards Mr. Big, one 
of the more powerful gang leaders of Southtown. Robert managed to defeat the 
bluffing Mr. Big, and demanded where Yuri was. Mr. Big laughed and called for
Mr. Karate. This warrior used a "tengu" (bird) mask, but his fighting spirit 
was very powerful. He also seemed to use Kyokugenryo Karate as well! Ryo was 
the one to fight him, and once defeated, Ryo decided to finish him off, as he
thought he was the mastermind behind all this. But then, Yuri barged in, and 
tells Ryo not to harm him, as Mr. Karate was really Takuma! Robert and Ryo 
were surprised by this, and decided to go after the man who had fooled them, 
Geese Howard. However, he was already in trouble for facing the Bogard 
brothers, whom were ready to exact revenge for the death of their father at 
Geese's hands. So, the Sakazaki family and Robert decided to go back to the 
dojo.

       Robert, always benefited by the money of his father, always wore fancy
clothes and drived in luxurious cars. He also likes to impress Yuri with his 
presents, but Ryo and Takuma always keep a handy eye on him. By 1994, Robert 
was invited by Takuma to represent the Kyokugenryo Karate in the new King of 
Fighters tournament, which now introduced the team battle mode. Robert was a 
bit confused that Yuri would not enter with them, but he accepted anyway. 
After two tournaments, the Kyokugenryo Team has shown the power of their 
style, and Robert has done a pretty well role in honoring the Kyokugenryo
Karate. However, Robert and Ryo have to run away after each tournament to 
avoid Takuma's orders to train again! Robert had a little pause in the action
to help a childhood friend save her brother, Wyler, who hadgone berserk using
a demoniac power. After a short trip to Southtown, Robert returned to the 
dojo, to be known that Takuma would retire his position as leader of the 
Kyokugenryo Team and deliver his place to his daughter Yuri. Robert was glad 
that Yuri would fight with him, but Ryo will keep an eye on him!

       Since that moment, Robert has represented Kyokugenryo Karate the best 
way possible. He gets very excited when Yuri fights, and more when she wins. 
Problem is, Ryo is always behind him and does not let him do anything smart. 
After the tournament of 1996, Robert arrived one day to the Kyokugenryo dojo.
He saw it to be destroyed and many students to be wounded. He then consulted 
with Ryo and Yuri. Ryo tells them that Takuma has told him to tell both of 
them to fight in the next tournament and clean the honor of the Kyokugenryo 
Karate. Robert and Yuri accept, and now, Robert is more willing than ever to 
fight and show that the Kyokugenryo Karate is the best martial art in the 
world!

       Robert decides to focus more on trying to sweep Yuri off her feet 
during the two year break after the Orochi battle, but is abruptly brought 
back to training by his master, Takuma, and friend, Ryo, in punishment for 
his insolence! Robert gets more serious in his training, however, when he 
realizes the next King of Fighters tournament coming up, and this time 
around, he will have both Takuma AND Yuri in his team, so he's got a lot to 
prove. Despite being the only foreigner among the team, he feels as if he was
in his own family. He just can't lie back and do nothing while the others 
trust in him!
	
       Robert thinks he has put the style and finesse in the Kyokugenryo
Karate, and is always bragging about himself. He has been interested in Yuri 
ever since he first met her, even though he has the money and power to get 
other girls. He respects both Takuma and his best friend, Ryo, but is really 
bothered when both of them interfere in his intentions to propose to Yuri. He
also avoids Yuri's wrath whenever he helps his childhood friend.

                        Source: The King of Fighters: Tormented Battles
                                By Kailu Lantis (see Credits)


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 CONTROL NOTATION
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           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                              START - Taunt
   qcb  - d,db,b             
   hcf  - b,db,d,df,f  
   hcb  - f,df,d,db,b
   dp   - f,d,df
   rdp  - b,d,db

  NOTE: A/B/C/D position may be different! The buttons always represent the 
        same thing though.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 SHORT MOVES LIST
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|---------------------------- NORMAL THROWS --------------------------------|

 Kubikiri Nage                                When close, b / f + C

 Ryuuchou Kyaku                               When close, b / f + D


|---------------------------- COMMAND MOVES --------------------------------|

 Kouryuu Koukyaku Geri                        f + A

 Ryuu Hanshuu                                 f + B


|---------------------------- SPECIAL MOVES --------------------------------|

 Ryuugeki Ken                                 qcf + P

 Ryuuga                                       f,d,df + P

 Ryuu Zanshou                                 f,d,df + K

 Hien Ryuujin Kyaku                           In air, qcb + K

 Hien Senpuu Kyaku                            hcb + K

 Kyokugen-ryuu Renbu Kyaku                    When close, hcf + K


|-------------------------- DESPERATION MOVES ------------------------------|

 Ryuuko Ranbu                                 qcf,hcb + P

 Muei Senpuu Juudan Kyaku                     qcf,qcf + K

 Haou Shoukou Ken                             f,hcf + P


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 MOVES DESCRIPTIONS
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

|---------------------------- NORMAL MOVES ---------------------------------|


 Close A  :  A right weak punch. This punch comes out fairly quickly and 
             don't worry about recovery and lag times because they're very 
             low and I don't see how your opponent is gonna take advantage 
             of a fraction of a second. Can be used in combos too and just 
             the close A may add twice. Good for poking!
 Usefulness  :  [****-]


 Close B  :  A mid-range kick and of course, it will hit low. Has a very good
             recovery time and practically no lag time, which makes it very 
             useful. It is however difficult to combo 2 of those because 
             Robert tends to back off after doing it once. Still good for
             poking but A is better!
 Usefulness  :  [***--]


 Close C  :  Robert will punch the opponent in the face for normal-sized 
             characters. It's a rather weird-looking punch though and the 
             lag time gives wayto too many risks. The opponent may attack 
             you even before Robert manages to deliver the full blow. The 
             recovery time is OK though and it will combo onto anything.
 Usefulness  :  [***--]


 Close D  :  Robert will kick the opponent for 2 hits. The first one hits 
             high but the second one gets to lower a little such that it 
             hits more in the middle. Cannot be used in combos although it 
             has a fairly good recovery time. It has a pretty good range 
             though and I've caught my opponents off-guard many times with 
             this. You may prefer to use C instead because it is comboable 
             but the close D has its uses too!
 Usefulness  :  [**---]


 Far A  :  Practically the same as the close A but it seems to come out more 
           quickly. Apart from this, there are no other changes but frankly, 
           this is useless in most cases. And since you're far, what use are 
           you gonna find for such a weak punch?!
 Usefulness  :  [*----] 


 Far B  :  The far B will hit a bit higher than the close B. The recovery 
           time is less too and will leave you open for big damage if your 
           opponent is quick enough. Don't use this against characters that 
           have very fast desperation moves or you'll most certainly be 
           punished. It is still good for poking though!
 Usefulness  :  [**---]


 Far C  :  A slow and strong high punch. It comes out slow but this is made 
           up by an excellent recovery time. And it can take the opponent by
           surprise in some cases since it has a very good range. You'll be 
           using this often, believe me!
 Usefulness  :  [***--]


 Far D  :  A roundhouse kick that will send your opponent back in agony! :) 
           This mid-kick has an incredible range but the lag time is a 
           serious problem though. The fact is that Robert turns around on 
           himself when he thrusts his foot forward and your opponent has 
           all the time he want to attack you while Robert goes back to his
           stance. Still, the range makes the far D quite useful.  Pity it 
           cannot be comboed!
 Usefulness  :  [***--]
 

 Crouch A  :  A fast jab with an excellent lag time and recovery time. It 
              works wonders in poking and can catch an opponent who wants to 
              cross over you off-guard. The amount of damage is very low but 
              that doesn't prevent it from being very useful.
 Usefulness  :  [****-]


 Crouch B  :  A fast low kick that can add up twice if you're quick enough. 
              Good recovery time, comes out fairly quickly. And great for 
              poking but truthfully, even though B has better range, A is 
              better.
 Usefulness  :  [***--] 


 Crouch C  :  A move similar to Terry's Rising Upper. Practically  the same 
              animation and can be comboed into any move too quite easily. 
              The recovery time sucks though and makes it a risky move if you
              miss or if the opponent blocks.
 Usefulness:  [***--]


 Crouch D  :  A long-range sweep that needs to be blocked low. Again, the 
              problem is that Robert turns about on himself and thus takes 
              too much time to recover. Still, it's a very good sweep and 
              darn effective if you know when to use it.
 Usefulness  :  [****-]


 Jump A  :  Robert will do a short punch diagonally while he's in the air. 
            It has a pretty fast recovery time but really isn't that useful 
            in spite of this. Can be immediately followed with a stand A.
 Usefulness  :  [**---]


 Jump B  :  Robert will kick down at an angle of 45 degrees. Fast to come out
            and does appreciable damage for a weak kick. The recovery time 
            sucks though but it can take your opponent by surprise and 
            connect against those that keep on jumping all the time.
 Usefulness  :  [***--]


 Jump C  :  Strong punch that doesn't have that much range in it and has 
            considerable lag time. Sure, it is damaging and can take care of
            jumping opponents since it tends to hit low but isn't really
            worth it.
 Usefulness  :  [***--]


 Jump D  :  Ha, you'll be using this all the time! A strong kick with an 
            excellent range and the recovery time, although a bit slow, 
            doesn't really pose a problem since your opponent will be too 
            busy blocking. Great for starting combos!
 Usefulness  :  [*****]


 Stand CD  :  A very strong kick that will always knock the opponent down. 
              Sadly, it can't be  followed-up with opponent though. Still,
              it has an incredible range and will be very useful against 
              certain characters.
 Usefulness  :  [****-]


 Jump CD  :  Robert will kick the opponent with both feet. This has a good, 
             although somewhat slow, recovery time and useful if the opponent
             tries to corner you. A very neat thing is that it will knock the
             opponent far away.
 Usefulness  :  [****-]


|---------------------------- NORMAL THROWS --------------------------------|


 Kubikiri Nage  :  When close, b / f + C
 Usefulness  :  [*****]
 Robert will hold the opponent shortly and will then proceed to kick them 
 high. On hitting them, he'll seem to get back from the recoil and will thus
 land far away. Doesn't switch side with the opponent though since this is 
 his punch throw (even though he uses his feet :)).


 Ryuuchou Kyaku  :  When close, b / f + D
 Usefulness  :  [*****]
 Robert will hold the opponent by the waist and will turn to the other side 
 and slam them on the ground. OK, what  the hell is this?! He uses his feet
 for this punch throw and his hands for his kick throw?? Well, can't do much
 about that...Oh, and it makes you switch side with the opponent which means
 that if you were cornered when you  pulled this out, the opponent ends up
 being the one cornered! :)


|---------------------------- COMMAND MOVES --------------------------------|



 Kouryuu Koukyaku Geri  :  f + A
 Usefulness  :  [***--]
 An overhead move where Robert jumps a little and he hits the opponent high. 
 When used alone, the recovery time is terrible and you'll immediately regret
 having used it. Can be used in combod but it no longer acts as an overhead
 though. The good point in this case is that the recovery time is less, even
 if the opponent manages to block. The move is also very good against the 
 bigger characters like Yamazaki, Goro, Heavy D!, etc...Has its uses and
 enables a darn good combo. It may also surprise the opponent because Robert
 is fairly quick to pull it. You must also note that if you want to include
 this in a combo, you need to cancel into it first. What I mean by this is
 that it is impossible to do this and add in another hit; you must put in a
 normal hit like a stand C first and then cancel into the Kouryuu Koukyaku
 Geri beforehand.


 Ryuu Hanshuu  :  f + B
 Usefulness  :  [****-] 
 Robert will thrust his leg high up and attempt to hit the opponent in the
 face if the latter is standing. Can be cancelled into special move or
 desperation (normal or super). If it is cancelled while blocked, its 
 recovery time will be reduced. Be aware that the Ryuu Hanshuu has a suicidal
 recovery time alone, use it only in combos. This move is also a good 
 anti-air and will take most opponents by surprise because it has a nice 
 range. Useless against crouching or small characters like Choi and Chin
 though. Again, you must cancel into the Ryuu Hanshuu if you want  a good
 combo. Trying to pull this command move as the first hit and following with
 a special move will never work.



|---------------------------- SPECIAL MOVES --------------------------------|



 Ryuugeki Ken  :  qcf + P
 Usefulness  :  [*****] 
 His projectile which also acts as a shield due to the way it's released.
 Robert will throw his hand forwards and will form a fireball which can also
 protect his upper body. The projectile will remain close to him for
 approximately 2 or 4 seconds depending on the button you pressed (A or C).
 It can be used in combos and like I said earlier, it will also protect 
 Robert in certain cases. It can also hit a character in his recovery roll or
 during escape. Note though that this move is pretty much useless against
 some characters like Shermie and Mai because they will always avoid it and
 attack you from behind! But the Ryuugeki Ken is very effective against
 some characters. A version will come out quicker while C version takes more 
 time but it hits for more damage. The C version will also go off-screen 
 sometimes against a cornered opponent but it will still hit him in doing so.


 Ryuuga  :  f,d,df + P
 Usefulness  :  [****-]
 Robert will attempt a move which somewhat ressembles a dragon punch. The
 strong version goes as far as 2 hits while the weak one will  most likely
 do only 1 hit. This move is an excellent anti-air and moreover, it can be 
 used in simple combos AND chain combos very easily as long as you're not 
 new to KOF. A version goes up about half a screen and will do a small but
 still good amount of damage. It has a decent recovery time though. C version
 will go higher up and will do more damage but it has a horrible (and I
 really mean it) recovery time. If you use this alone and it misses, you'll
 know what to expect when Robert touches the ground again. Like all dragon
 punch style moves, the Ryuuga is an excellent anti-air and it's even enough
 against jumping characters like Choi and Benimaru.


 Ryuu Zanshou  :  f,d,df + K
 Usefulness: [***--]
 Robert's other dragon punch move but this time, he uses those darn long legs
 of his. Anyway, the Ryuu Zanshou is good but you'd be better sticking to the
 Ryuuga if you need such moves. The D version is suicidal when pulled alone 
 but make it connect and the opponent will fly away more quickly than a bird
 with its tail on fire. The B version has a better recovery time but it
 really isn't that helpful because it doesn't do that much damage. It is
 however safer to pull in any case. Ryuu Zanshou can be used in both normal 
 combos and chain combos as I'll be explaining earlier.


 Hien Ryuujin Kyaku  :  In air, qcb + K
 Usefulness: [***--]
 Robert will stick his foot down and will charge at the opponent. B version
 has a small "horizontal" range (by this, I mean that he won't travel far
 and will only hit opponents who are quite close) and does appreciable 
 damage. D version goes further and lotsa damage. The cool thing about this
 is that, even if the opponent manages to block, the move seems to act as a
 recoil too and Robert will jump up and fall further away. Your opponent may
 still take advantage of the revocery time but he'll have to be fairly quick
 in order to do so. And despite the air command, surprisingly enough, this 
 move can be included in a combo. Charming, huh? 


 Hien Senpuu Kyaku  :  hcb + K
 Usefulness: [****-]
 At last, I come to Robert's trademark move! Remembe '97 and that damn hard
 Orochi Yashiro!? Remember how he couldn't do anything against Robert just
 because of this move!? The Hien Senpuu Kyaku will cause Robert to spin 
 around and in the strong version, he will do 3-4 hits. Both versions have
 great recovery time and if there's one move you can abuse with Robert, it
 is certainly this one. Note though that it is not recommended to use this
 move against some characters like Goro, Shermie and Mai because they will 
 roll behind you each time and attack you from behind. Can also be used in
 normal combos and chain combos. Ha, this is what Robert is all about!!


 Kyokugen-ryuu Renbu Kyaku  :  When close, hcf + K
 Usefulness: [*****]
 A very useful move since it allows juggles and chain combos. Note that this
 close move has no missed animation but rejoice if you manage to pull it well
 against a human opponent because he'll be in big trouble as from now on.
 Robert will kick and the opponent 4 times and the last hit will send him up,
 thus enabling further hits. Here's what you may add to the Kyokugen-ryuu
 Renbu Kyaku:
 - Extra hit at beginning/standing C
 - Normal moves after move's last hit
 - Special moves after move's last hit, any move
 - Jumping CD's
 - Try mind game for state-of-the-art combos.
 This is, without doubt, his best move!


|-------------------------- DESPERATION MOVES ------------------------------|



 Ryuuko Ranbu  :  qcf,hcb + P
 Usefulness: [****-]
 His first desperation move that's been in since the beginning. The DM will 
 do 15 hits while the SDM will do 28 hits. Both are highly damaging. The DM
 comes out faster but travels only 3/4 the screen distance. The SDM takes
 more time to come out but it will travel the whole screen. Even when 
 blocked, both will do fair guard damage but will be pretty much useless 
 against small and crouching characters since most of the hits will  miss.
 The recovery time isn't that great either and if blocked, well, I hope you
 brought a lot of money along! :)
 Can be used in combos for major kick-ass effect, wOOt!


 Muei Senpuu Juudan Kyaku  :  qcf,qcf + K
 Usefulness: [****-]
 A very good desperation move but you may prefer using the Ryuuko Ranbu. 
 Personally, I love this DM. The DM hits for 9 hits while the SMD does 12
 hits. A nice fact is that if your opponent manages to block but his guard
 opens for one reason or another, the remaining hits will still do a nice
 chunk of damage. And even when blocked, the DM does some incredible tick
 damage and its fast recovery time means you can just go on with this if
 you're in Extra and want to play cheap. This DM also causes Robert to travel
 forward while he starts kicking. He will thus get to a far away opponent 
 however far that idiot may be. And even if the latter tries to switch to the
 other side, he may still get caught in the last kicks because this move is 
 pretty unpredictable.


 Haou Shoukou Ken  :  f,hcf + P
 Usefulness: [*****]
 Haou or Wouhou! :) This projectile will do 1 hit as a desperation move and 
 5 hits when it's a super desperation move. Of course, this SDM will do
 massive damage compared to the normal version. The A version will always
 come out quicker than the C version but it travels slower (by always, I mean
 that this never changes whether it's a DM or a SDM). Both are really quick
 though but just don't take anything for granted. It is possible to avoid
 this by using Escape and if your opponent manages to do so, well...I hope
 you have a lot of life... :)
 The tick damage is appreciable for the DM and very good for the SDM version.
 In fact, you may even just throw the SDM continuously when you're low on
 life against the CPU and hope of winning since it eats up a lot of life even
 when blocked. And no, it cannot be comboed, you freak!!! o_O
 Well, it may take the opponent by surprise (specially the DM A version) but
 it isn't a combo!


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 COMBOS
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

The easy combos first with the very tough ones at the very bottom of the 
section. Happy comboing!!


 * Crouch A -> crouch A
   Very easy and good for poking games. If you pull this while opponent tries
   to cross over, the second hit may count and  you'll have managed one hit 
   out of nowhere. The lag time makes it difficult to put in a third one but 
   if the opponent is cornered, why not! I haven't included this one because 
   its percentage success is way too low.


 * Crouch B -> crouch B
   A basic combo which isn't that tough to pull and you shouldn't have any 
   problems here. A good thing in it is that if the opponent tries to cross 
   over, he may still get caught in the second kick. You may then try adding 
   one further hit although  this is slightly difficult to do (well, 3 low
   kicks... :)). Also, since the crouch B has good recovery and lag times, 
   don't worry about being open to hits afterwards since it very rarely 
   happens. Excellent for poking games too!


 * Crouch A -> crouch B
   A mix between the light punch and the light kick that is very effective
   against some characters. Most importantly, the low A is good against some
   characters and since the low B comes out really quickly, there's no way
   getting out of it. And excellent for seeking out openings and this also 
   rules against human opponents. 


 * Crouch A -> crouch A -> crouch B
   This one is fairly hard and you need to be very quick to put in all the 3
   hits. Good for cross-overs. Try pulling this against a cornered opponent,
   this is where you'll need it. If  the guard breaks on the first A, then 
   ignore the crouch B and go for a move instead if you can.


 * Stand/crouch C -> f + A
   This combo is very nice to look at :)! Now, remember that the f + A will 
   not act as an overhead here and its recovery time will not be that big. 
   In fact, it's fairly hard for the opponent to take  advantage of the 
   recovery time if you stick to these 2 hits because the command move seems
   to "stun" him. I like this but wait, there's  more!


 * Stand/crouch C -> f + B
   Another basic combo and this one should be easy to pull since it's at the
   base of all Robert's good combos. Even if the Ryuu Hanshuu  (f + B) not
   longer acts as an overhead, the recovery time may still pose a problem. 
   And this combo may prove useless in some cases, most noticeably against 
   characters like Choi or Chin. Still, it's good against the other 
   characters and another advantage is that it is fairly quick to come out.
   It may also catch the opponent  off-guard too thanks to the  long range
   of the Ryuu Hanshuu.


 * Stand/crouch C -> qcf + A
   One of Robert's most important combos but never get on with it if the 
   punch is blocked. If you do so, the opponent may roll to avoid the 
   fireball and he'll end up behind you. Only the A version of the Ryuugeki 
   Ken will combo in, the C version takes too much time to come out and the
   opponent will have enough time to block.


 * Stand C -> hcb + K
   A very damaging combo! In fact, this is Robert's trademark combo. You'll 
   surely pull this often. However, the number of hits may vary, specially 
   if the opponent is small of if he's crouching. You can use either B or D, 
   D makes more hit and is more damaging but B would be safer!


 * Stand/crouch C -> dp + A
   The Ryuuga after a stand or crouch C. Nice damage and even if the opponent
   manages to block, the quick recovery time of the Ryuuga will save you.


 * Stand/crouch C -> dp + C
   Although you may think that this is just the same as above and that I 
   should just put the 2 together and use P, it's better to put them 
   seperately because of a very important difference. When you do this combo
   in the corner, the combo will do one more hit and the character will be
   knocked down.


 * Stand/crouch C -> dp + K
   A 2-hit combo! A good thing here is that Robert will fall some distance 
   away but beware, that won't change much if the opponent has blocked and 
   if he's fast enough. Anyway, it's an excellent one and quite damaging at 
   that.


 * Stand/crouch C -> f + A -> qcb + K
   Remember how I told you that the Kouryuu Koukyaku Geri (f + A) makes 
   Robert jump up a little when he kicks the opponent. And since Robert has 
   a move which is done in the air, how about trying to combo these 2?! Well,
   here's the combo for you to try out. The opponent gets  knocked down after
   the special move if it connects. You may use any version (B or D), it 
   doesn't really change anything and will work anytime.



 * Stand/crouch C -> f + B -> qcf + A
   This one does 3 hits and it will be your most regular one after a while.
   Nothing much to say about it except that it is really easy to pull. And 
   you will go back a very small distance when the opponent gets knocked 
   down.


 * Stand/crouch C -> f + B -> hcb + K
   The weak version will do 5 hits while the strong version will do 6 if all
   of them connect. A nice and damaging combo and it is essential that you 
   master this one. Note also that the opponent does not get knocked down
   after the combo.


 * Stand/crouch C -> f + B -> dp + A
   Beginners may find this one a little hard to perform mainly because of 
   the dp command. Nice damage and the opponent is knocked down at the end. 
   And Robert is still close to the opponent as the latter recovers.


 * Stand/crouch C -> f + B -> dp + C
   Although the strong Ryuuga is supposed to do 2 hits  by itself, this combo
   will, in fact, do only 3 hits. Moreover, the opponent doesn't get knocked 
   down which makes it rather risky.


 * Stand C -> qcf, hcb + P (DM only)
   At last, the wondeful combos involving his desperation moves. Will do 16 
   hits and good block damage. Nothing more to add.


 * Stand C -> f + B -> qcf, hcb + P (DM only)
   Practically same as above with 1 more hit. It's a bit tough to pull 
   though. If you've having difficulties performing this one. I'd advise
   you to forget about the Ryuu Hanshuu and to stick to the one above
   instead.


 * Jump D -> stand C -> qcf + A
   Basic combo with a jump D for an extra hit. Quite damaging and pull this
   when you have no power stock in Advance or you gauge isn't full in Extra.


 * Jump D -> stand C -> hcb + K
   Now, this one is hella damaging and it can also be a real pain for your
   challengers. the number of hits may vary though but in all cases, you'll
   definitely like it!


 * Jump D -> stand C -> dp + A
   What?! You don't know this one?! Of course, if the opponent blocks, don't
   do the Ryuuga or you'll most likely be the one who's in trouble! :)


 * Jump D -> stand C -> dp + C
   Note that the opponent won't get knocked down in this case (reason why 
   I've put it seperately too!). Anyway, I wouldn't advise you to pull this
   one, it's too risky and besides, you have better choices! 


 * Jump D -> stand C -> dp + B
   Just the same as the one with the weak Ryuuga but this is slightly less
   damaging. Still very useful though!


 * Jump D -> stand C -> qcf, hcb + P (DM only)
   Be sure to master this one since it's very damaging and should be one of
   your most used combos when you just happen to have a DM!


 * Jump D -> stand C -> f + A
   Note: in all the following combos that start with a jump D, the D can be
   a cross-over one. The effect will be the same. This one is the "first" 
   part of the combo below but the opponent isn't knocked down here.


 * Jump D -> stand C -> f + A -> qcb + K
   The true combo as it should be pulled all the time. If you miss the f + A,
   the combo will change radically. And this one is very nice to look at too!


 * Jump D -> stand C -> f + B
   The incomplete version of good and damaging combos. It is still excellent
   though nad you'd be better coming to terms with this one before tackling
   all that follows.


 * Jump D -> stand C -> f + B -> hcb + K
   Another wonderful combo. The last part makes it very damaging and you
   can bet this is a must-use when Robert is your character. The opponent
   doesn't get knockec down though.


 * Jump D -> stand C -> f + B -> qcf, hcb + P
   Is that a DM at the end?! Now, this is one of this best combos but it
   may be hard for beginners. In that case, I'll just say what I always
   say: practice!! 


 The following combos are contributions by PeLLeT_RSD (I forgot the hcf+K 
 move while the FAQ was still just a combo one ^_^):

 * Stand C -> hcf + B -> qcf + A
   The stand C is the starter and like explained in the moves descriptions,
   the Kyokugen-ryuu Renbu Kyaku gives way to free juggles. Nothing more to
   add here! Oh yeah, be quick with the last move (in all cases) or the
   opponent will already have fallen down.


 * Stand C -> hcf + B -> dp + A
   Another close combo and this one is slightly better than above and also
   a bit more damaging. I'd advise you to stick to the A version all the 
   time, it is way better!


 * Stand C -> hcf + B -> dp + B  
   Just the same but I don't particulalrly like using this one. However, if
   you wish to put more distance between you and the opponent, stick to
   this one since Robert will get back as he performs the last hit.


 * Stand C -> hcf + B -> jump CD
   My favourite. It knocks the opponent away and does much more damage. It
   is slightly harder to pull than all of the above though because you need 
   to time the jump CD well.


 * Cross-up D -> stand C -> hcf + B -> qcf + A
   This time, you're just using the jump D first which also brings in an
   extra hit. But basically, it's just the same as without the cross-up D.


 * Cross-up D -> stand C -> hcf + B -> dp + A
   Nothing more to add! You'll probably use this one more often. Timing of 
   the last move crucial but it's not that hard to do and you shouldn't
   have any problem.


 * Cross-up D -> stand C -> hcf + B -> dp + B
   Same here!


 * Cross-up D -> stand C -> hcf + B -> jump CD
   The best of the lot. You may also do a simple stand CD but this has more
   chance of missing, so do a jump CD instead and laugh! :)


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 STRATEGY
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


|------------------------------ GUARD CRUSH --------------------------------|

In this section, I will do my best (i.e. not much ^_^) to tell you what 
combinations will cause guard crush on your opponents. Guard crush is very 
cool since it enables you to place in more hits, and hopefully a damaging 
combo. Of course, you will get this only through aggressive playing and 
constantly attacking a blocking opponent. Don't expect crshung your 
opponent's guard through defensive play, mind games or even worse, nothing!
Unless you take yourself for Dan Hibiki... :)


 * Stand C -> f + B -> hcb + D -> stand C -> f + B -> hcb + D...

   Normally, only 2 tries using this pattern are needed to cause guard crush
   if the opponent keeps on blocking from the beginning. It may vary through
   minor changes, in which case you only need  to repeat it one more time
   quickly. Of course, everything needs to be done in quick succession. No 
   hopping back and checking to see if your hair is good or any other 
   pointless stuff. The good thing 
   in using the Hien Senpuu Kyaku as the finishing special move is that the 
   opponent won't try to escape since the move comes out so quickly and we 
   all know how it's deadly. Like K' would say: "I love this stuff!"


 * Stand C -> qcf + A -> dp + A -> stand C -> qcf + A -> dp +  A -> stand C 
   -> qcf + A -> dp + A

   The guard will break on the second Ryuuga. But you need to be quick
   though. Another important thing is that you need to run forward a little
   after each Ryuuga.


|--------------------------------- DIZZY -----------------------------------|

Or what combinations/patterns Robert can use to dizzy the opponent. I'm 
assuming that all the hits connect when you pull the different moves.


This is the list of how many of each move Robert needs to dizzy the opponent.

 ---> Stand D : 6-7  
      Although the stand D doesn't knock down the opponent, it may dizzy him 
      if you do it 6 times in a row fairly quickly.


 ---> Stand C : 7-8
      Same here!


 ---> Weak Ryuugeki Ken (qcf + A) : 5-7
      This occurs assumed that you have cornered the opponent and that you 
      keep performing the move such that he's hit again as soon as he gets 
      up.


 ---> Weak Ryuuga (f, d, df + A) : 6-7
      Be sure to do those quickly enough such that all will accumulated.


 ---> The Hien Senpuu Kyaku will never cause dizzy however the number of
      times you may pull it. I suppose this is because it doesn't knock
      the opponent down.


|--------------------------------- STUFF+ ----------------------------------|

This section concerns any additional stuff that concerns Robert and that you 
may wish to try out. These range from weird combos to anything else.

 * The following is a pseudo-combo that may work against the CPU. It has 
   worked for me a few times!

   Stand C -> hcf + B -> do a trick that will knock the opponent down but
   NOT jump CD -> qcf, hcb + P

   Well, the first part is quite easy to understand and I've already  put it
   in the combo section. The interesting part is the DM. When the opponent
   is knocked down, perform the DM. As you know, Robert will then leap 
   forward. Sometimes, the CPU is so stupid that it will eat the DM too! The
   hits don't add up, of course but it's a nice feature and is very damaging!
   Chin seems to eat this very often.

 * qcf + A -> dp + A -> qcf + A -> dp + A -> qcf + A -> dp + A...

   A very weird stuff that seems to comes directly from CAPCOM's Street
   Fighter! This is great when the opponent blocks. Anyway, it seems that 
   they will often eat the Ryuuga and you can just go on with this sick 
   pattern. But please don't use this against grapplers (Clark, Goro,
   etc...)!



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 AUTHOR'S LAST WORD
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Well, the FAQ now comes to an end and I hope you'll find everything you 
needed in here. If it's not the case and you feel certain things are missing,
just mail me and tell me what it is all about (please read the Contact Info
section first). This guide may miss something because I only started using
Robert in '98 since last year. I mainly relied on my kick-ass team of Clark,
Yamazaki and Orochi Yashiro (yay, I love grapplers ^_^). However, he hasn't
really changed from '97 and all the info in this FAQ comes from dozens and 
dozens of hours of gameplay. And don't forget to check-up regularly in case 
you've been Robert-infected! ^_^

I will also start working on new sections in December: CPU and Challengers.

Meanwhile, some excellent KOF-links for you to quench your thirst until 2K1
is finally out:

 The King of Fighters Online <www.kofonline.com>
 - The most complete KOF site which has lately gotten the recognition it 
   deserved from Eolith! Kuddos to Vincent.

 KOF Spider <www.kofspider.com>
 - A new site with tons of info and gameplay stuff.

 The Madman's Caf <www.mmcafe.com>
 - Henry Moriarty's kick-ass website with gets all the latest info before
   anyone else.

And you can go there for all my FAQs and reviews (shameless plug):
   http://www.gamefaqs.com/features/recognition/8556.html

And for those who have read any of my KOF '99 FAQs, I'm taking this
opportunity to tell you that I'll be updating all of them soon. I intend
to give them the same format as this one and to include the same type of 
info. Yeah, I just compared this guide to the rest and truthfully, they 
suck! But I will change that shortly! :)


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 LEGAL DISCLAIMER
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Copyright 2001, Ashvin "Orochi K" Sawmynaden.

This document is a free publication and as such, cannot be used for 
profitable purposes. Copying or reproducing any part of this FAQ without 
the author's permission is illegal and will be treated as thus. You may 
print it for your personal use though. This document is protected by US 
Copyright Law, and the Berne Copyright Convention of 1976. 

Webmasters, if you wish to post this FAQ on your site, e-mail me first but 
note that I will give you permission only if you abide by these conditions:
   - Your site must be a non-profitable and non-commercial one.
   - It (the guide, not your site ^_^)must remain unaltered, not a single 
     character is to be removed or added.
   - No banners or advertisements of any form are to be attached to it.
   - Full credit is given to me.

The King of Fighters and Robert Garcia (c) SNK of Japan.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 CONTACT INFO
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

If you want to mail me for contributions, comments, feedback or you want to 
send me some hot pics, feel free to do so. The address is found at the top 
of this FAQ. Note however that I will only accept certain types of e-mails 
and I will ignore the rest. Here's the list of those:

 E-mails I will accept:
 ------------------------
 - Contributions.
 - Corrections.
 - Comments.
 - Positive/Negative feedback.
 - Webmasters who wish to post this FAQ on their site.
 - Your mail must be in text only, no executables.
 - Put "Robert '98" as the title. Please note that, since I have also 
   written his character guide for KOF '99, "Robert" alone will not be
   enough.

 E-mails I will not accept:
 ---------------------------
 - People asking me for cheats for this game. There are sites and message 
   boards for this.
 - People asking me to send them this FAQ.
 - Nonsense e-mails like 'I think I love you' or 'Where can I find this game
   in my country?'.
 - E-mails that are all in CAPS.
 - Chainletters.
 - Spams.
 - Info already stated in this FAQ.
 - E-mails with no subject line.
 - E-mails of the type "hey jOOd, ur fak wus nut kewl n u s8d zat..."


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 REVISION HISTORY
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

 * Version 1.00 was started a long time ago but was only a combo FAQ and 
   isn't worth noting unless you think combos are everything.

 * Version 1.01 was typed on 09/25/01 where I updated the FAQ and did the
   movelist, bio and profile section after getting permission from Lantis.
   Didn't plan to do anything but did a bit to take my mind off the thing 
   that's been bugging me for days... ;(

 * Version 1.02 on 09/26/01. Did a bit of the moves descriptions and quickly
   moved on to first part of guard crush/strategy section. Yeah, I know, I
   rule at disorderly typing. Thanks  for the compliment! :)

 * Version 1.05 on 09/28/01. Moves descriptions complete. On to the combos 
   section!

 * Version 1.15 on 10/11/01. Did most of the combos section. I still need to
   include a bunch of combos submitted by PeLLeT_RSD and add a few notes!

 * Version 1.17 on 10/14/01. Completed combos section. Submitted.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 CREDITS
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

My thanks and love in the making of this guide to everyone listed here:

 - SNK <http://www.neogeo.co.jp> 
   For making one of the best beat-em-up series ever, The King of Fighters, 
   which actually made me want to go to local arcades. Not just this but
   other fantastic series like Metal Slug, Samurai Shodown and most 
   importantly, Last Blade! Thank you so much, SNK!

 - Jeff "CJayC" Veasey <http://www.gamefaqs.com/>
   Owner and administrator of GameFAQs (or is it the other way round!? :D). 
   Big thanks for such a cool site and for posting  my guides. You readers 
   wouldn't actually  believe it but Orochi K thinks he really deserves all
   the credits and you'd better agree with him or else...^_^

 - Kao Megura <http://i.am/kao>
   King of FAQ-writers. Move names and bio sheet have been taken from his 
   complete FAQ. He has been writing the most complete move lists for KOF
   and enabled me to trash...er...play KOF like it was meant to be since
   '97. 

 - Kailu Lantis <lantiskailu@hotmail.com>
   Or the freak who wrote a massive story guide for KOF (The King of
   Fighters: Tormented Battles - available at GameFAQs of course!). Thanks
   for giving permission to extract Robert's profile dude!! And thanks again
   for the little contributions. I already knew them (who didn't! ^_^) but
   thanks anyway, Lantis! I'm still watching out for clones by the way...

 - PeLLeT_RSD <BRUNO.PELETEIRO@bra.xerox.com> 
   For a whole bunch of combos which I was stupid enough to forget about on
    my first try! ^_^

 - The KOF mailing list <kof@dhp.com>
   Get to know all your fellow KOF-freaks here. You'll get anything related
   to KOF here, just ask! From combos to info and lots more, this mailing 
   list has it all. To subscribe (and you should do it if you managed to 
   read this whole guide in onr try :)), just send a mail to the address
   kof-request@dhp.com with "Subscribe" in the subject line.

 - Vincent Chua <www.kofonline.com>
   Want combos? Go there! Want info? Go there! Want some cool stuff? Go 
   there! Want anything you may think off, but just go there!! By far the 
   best KOF site on the net and Vincent is really a nice guy. Has even been 
   recognised by Eolith!

 - Professor Henry Moriarty <www.mmcafe.com>
   Yet another website that you must absolute check out. He's written some 
   FAQs too, all of them available at GameFAQs. My thanks, most of all, for 
   all the translations and small FAQ.


  - EOF -

  (c) 2001, Ashvin "Orochi K" Sawmynaden. All rights reserved.
