Fighters Destiny/Robert
Robert | |
---|---|
Full Name | Robert |
Birthplace | Germany |
Occupation | Practice Dummy |
Playstyle | ? |
Health Points | 125 |
HP Recovery | TBD |
Introduction
Robert is yet another joke character, and clearly intended to be the lamest. Robert’s movelist is slow and easily identified, lacks jab pressure, has the weakest basic Throws available, no Counters or parry, no Inashi, and a pathetic arsenal of launches, KDs, and Specials.
The really silly part is that he actually has some good points! He still has a basic 3B(G) to safely attack, he has a decent front Lock, and moreover... his horribly slow B and 2B are actually amazing if you can land them. They do a lot of damage, and are unique in that, regardless of Guard/Hirari/hit, they leave Robert at advantage. Enough advantage for an uninterruptible (or guaranteed) 1A+B, 666, 5A, 3B(G), etc. Essentially, if Robert’s punches aren’t interrupted, he is instantly rewarded. Just don’t expect them to be uninterrupted often.
He is also tied with Bob, Ushi, Master and Joker for the highest health, so he can weather the storm. And weather it he will--aside from his basic 3B and 5A, he is slow on the draw, and has to build a lot of distance in order to get these powerful attacks to connect. His 623B launches, but has limited followups. His 46B is basically a worse version of Ryuji’s already-questionable 1B, and doesn’t give enough advantage to combo on Guard. His Special is a blatantly-telegraphed High. Robert struggles to land a hit, avoid getting hit, and get many points for his hits.
But, obviously, this is taking Robert too seriously. He’s the game’s equivalent of tying an arm behind your back--great fun to use.