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                          THE KING OF FIGHTERS '99
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                * * * * * * * * * * * * * * * * * * * * * * *
                *                                           *
                *         Robert Character FAQ              *
                *          For Arcade and PSX               *
                *         Written by: Orochi K              *
                *        E-mail: kof_2k@hotmail.com         *
                *  Version 1.0 created on August 17, 2001   *
                *                                           *
                * * * * * * * * * * * * * * * * * * * * * * * 


                            -=-=-=-=-=-=-=-=-=-
                                 DISCLAIMER
                            -=-=-=-=-=-=-=-=-=-

  Copyright 2001, Ashvin "Orochi K" Sawmynaden. 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 and full credit must be given to me, Orochi K. Do not
  take any info from this FAQ and claim it to be yours without my express
  permission. Thanks for your cooperation.

  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.


                            -=-=-=-=-=-=-=-=-=-
                               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.
  - Everything is new!


 ----------
  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                         START - Taunt
   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 as an overhead though. Useful
 in simple combos but not more. Never use this alone as its recovery time
 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 a 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 these are 
 slightly difficult to pull against human opponents. The bad point is its
 recovery time which makes you very vulnerable if the opponent successfully
 blocked it.


 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 unless you're bored.


 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 K'! :)


 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 why. The input command makes it a
 cheap move which you can abuse against the CPU. Keep going on with it and
 you will win 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 after a standing
 or crouching C for more damage.


 Sen'en Renbu Kyaku             Charge d,u + P
 Robert has a new move. In this move, he will his 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 manages to 
 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 in Counter Mode. It doesn't combo in 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 your ennemy for a great chunk 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 combo 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 more 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 eats the DM/SDM!
 And just think how this looks if it is indeed a SDM! But this is how it
 should 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 because otherwise, the CPU will manage to block the DM/SDM.


 That's all, folks! If you have anything to add or want to give me more
 proof that Robert rules, mail me at kof_2k@hotmail.com. Constructive
 criticism is most welcome. The only thing I'll ask you is to put "Robert"
 as the subject line or I will never reply back.
 Thanks for reading!


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

  Special thanks go to:

  - SNK <http://www.neogeo.co.jp>
    For making this hugely entertaining game. So what if 2000 is already
    out!? I'm still playing '99!

  - CJayC <www.gamefaqs.com>
    For posting my FAQs on his terrific site.

  - Kao Megura <kmegura@yahoo.com> 
    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 <www.kofonline.com>
    For running the greatest KoF site there is. I got a lot of information
    from his great site. 

  - You <insert contact info here>
    For reading my work.
  

                            -=-=-=-=-=-=-=-=-=-
                                  THE END
                            -=-=-=-=-=-=-=-=-=-

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                          THE KING OF FIGHTERS '99
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Copyright 2001, Ashvin "Orochi K" Sawmynaden. All rights reserved.  

