Art of Fighting 3/Robert Garcia

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ロバート・ガルシア, Robert Garcia

Introduction

Difficulty: Easy Playstyle: Well-rounded shoto

The protagonist of Art of Fighting 3, and the second poster boy of the Art of Fighting series, Robert is the long time friend of Ryo Sakazaki, and much like Ryo, is also a shoto who represents the Art of Fighting team in the King of Fighters series. In Art of Fighting 3, Robert essentially gets free reward off of any juggle, since all his combos have low execution requirements. He has a plethora of tools to work with with big normals, and is overall very easy to pick up and play.

The biggest issue Robert faces lies in how linear he is. Robert has one goal: deal big damage from his juggles. Since he needs specials for his strongest combos, however, and to otherwise cover up weak areas, he'll frequently need to use specials to compensate for his bad offense. This is on top of the fact that each of his launchers are not fast. Regardless, Robert is a powerful combo fiend and if he's able to launch you or land a well timed jump in, it'll certainly hurt. Now if only he committed to Yuri as much as he did his combos...

Compared to Ryo, Robert is all about his specials and combo game which racks up quick damage.

Strengths Weaknesses
  • Second largest toolkit in the game, just behind Ryo
  • Large normals
  • Strong combo game
  • Unblockable ranbu super
  • Arguably the easiest character in the game
  • Overall weak offense
  • Very few lows
  • No fast launcher
  • Meter hungry
  • Linear game strategy
Player 1 Color Player 2 Color
AOF3 Robert Garcia 1P.png AOF3 Robert Garcia 2P.png

Move List

Grounded Normals

5A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Normal fast jab, but it is one of the better ones in the game given its speed and quick utility.

5B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Long reaching kick that makes a good, quick poke from a distance. Also a pretty good anti-air.

5C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Robert lifts his leg up to do a two hit leg crushing attack. Despite looking like it can, 5C will not hit as the leg raises up, so there is no hitbox until the leg begins to fall. The range isn’t bad, though you’ll probably only use it if the opponent is already committed to something given how easily telegraphed it is, but for an overhead it is fast enough to catch them off guard.

2A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Robert swats at the opponent’s legs with a fist. Decent poke for what it is, but it is lacking in range, albeit it does a soft knockdown.

Full Crouch 2A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Fast version of 2B, with less recovery. Pushes Robert back on hit if the opponent is in the corner, but overall safer to use.

2B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Quick hitting low kick attack. As with other characters with a similar move, it makes a good poke with its reach, but the recovery can be a bit lengthy. Still, it’s worth using as the opponent won’t always expect it.

Jumps

j.A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Simple air punch attack. It seems to have the most range for any j.A which is good, but it comes out just a bit slower than j.B.

j.B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Low kick attack as Robert descends to the ground. This will be the air attack you typically go for as it has more reach and comes out faster than j.A.

j.C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Front hitting kick while Robert is in the air. It seems to have the exact same range as j.B, so which move you use depends on the angle you need your kick to be.

Command Normals

3BBB
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Robert kicks the opponent away with a knee and two follow up kicks. Decent damage for a simple auto combo, but the recovery is lengthy so if the opponent blocks, it would be wisest to not follow up on any of it, otherwise Robert’s recovery leaves him wide open. He can delay the kicks, so if you have a little bit of Virtua Fighter in your blood, you might get some unique utility out of this tool.

28B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Robert does a much quicker version of his 5C that hits once for less damage. Since it’s faster, it is the more effective overhead, being hard to react to.

3A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Robert charges his elbow forward to bash the enemy in the chest. Makes for a quick overhead poke, but the range is pretty bad, so while useful, it should only be used up close if you’re confident it will hit, despite looking like the range is better because of pushing Robert forward. Robert was studying Prototype Jack in Tekken Tag 1 before it even released...

Launchers

4A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Robert hits the opponent with a back fist. Doesn’t launch as high as 5AB but recovers fast enough to give Robert some leg room to follow up on a combo. The range is stubby though, so be careful when using it. Against Wang, this attack will completely whiff unless he’s in the air, so do not use it against him.

4BBB
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Robert does a series of three high hitting kicks in an auto combo. You can perform all three kicks whether they hit or whiff, so you can catch opponents disrespecting your pressure with the follow up kicks. The second kick launches, whereas the third kick knocks down on hit. It is possible to combo the last kick from the second kick, but you need to delay your last B input briefly, otherwise Robert will whiff his last kick under the opponent.

5AB
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground

Robert rushes in to do a swift, low hitting punch to the legs. How exactly he is able to launch the opponent so high from punching the legs downwards is completely beyond me. But in any case, this is a decent launcher. Good reach, quick recovery, but as with Robert’s other launchers, it’s slow on startup, and while it looks like it can hit low, it doesn’t.

Specials

Ryū Geki Ken
236A/C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground
  • Spirit Cost: 25%
  • His A version is a “slow” version of the fireball while his C version is lightning fast. They’re both fast one way or the other, so unfortunately you can’t trap an opponent from a jump in (or at least not as well), but the high damage makes it a solid punish tool to zone with.

Hien Shippū Kyaku
16B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground
  • Spirit Cost: 25%
  • Robert’s leaping kick attack that deals just under a third of damage, and can hit from fullscreen. It has some startup, and the opponent can react fast enough to block in time if possible, but it’s a great move to both get in and punish the enemy with if a fireball won’t do.

Ryūga
623A/C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground
  • Spirit Cost: 25%
  • It’s your ordinary DP attack, nothing crazy to see here. His A DP is typical range for a DP, whereas his C DP reaches as high as the ceiling of the stage, but both deal the same amount of damage. Good anti-air as per usual, but what makes Robert’s DP slightly better than Ryo’s DP is that it pushes Robert forward more, giving your a better chance of hitting someone in the air.

Genei Kayku
646B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground
  • Spirit Cost: 33%
  • Robert does this attack for a long amount of time, giving you ample leg room to catch the opponent if used right, but on the flipside that gives the opponent more time to punish you as well, assuming they can. The recovery for this move is pretty low, so it’s difficult to time. It deals about a third of health, and is simple to combo into, but compared to Ryo’s 646A, the range isn’t nearly as long, especially since it does not vacuum the opponent into the attack. Unlike Ryo's however, this will catch anyone since it hits lower, even Kasumi's sweep. There is a small window to sweep punish Robert, but it's not easy to time and is probably not worth the risk trying to time it.

Hien Ryūjin Kyaku
j.214B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground
  • Spirit Cost: 25%
  • Robert does a downwards kick attack that knocks down on hit, essentially an aerial version of 16B that only hits once. Good mixup tool, but use it sparingly as a whiff or block leads to an easy punish even if the attack’s startup isn’t high.

Haoh Shoukou Ken
641236C
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground
  • Spirit Cost: 40%
  • While it’s a super powerful and fast projectile that for whatever reason isn’t a super, the startup takes way too long to activate, and by the time the opponent realizes it, they can probably just block or jump over it in time. If you do manage to land it, you deserve a pat on the back, but this is a move you’ll likely only land if the opponent isn’t paying attention, that or it becomes a trade.

Ryu Zan Shou
[hold 6] AAC xx 4B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground
  • Spirit cost: 25%
  • An auto combo special, where Robert punches the opponent a few times, ending on a backwards flip kick. He has been studying Sarah Bryant very closely, it appears. But in any case, a serious flaw of this combo is that it will almost always whiff in the corner, because the first two punches push Robert backwards which makes 6C whiff. Otherwise, each attack pushes him forward a little which makes for okay corner carry, and if the first hit lands, then the rest of it will easily land, making for good damage too. The risk comes from using a rush combo, but if the opponent blocks then it’s a clear sign to not do the flip kick and you will be at less of a disadvantage. Though, you could theoretically mix up the flip kick and catch the opponent out of letting down their guard, maybe.

Ryuko Ranbu
641236 (slight delay) B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Wrong Block Adv Invul Property
- - - - - - - - - - Ground
  • Spirit Cost: 75%
  • Standard rush forward super attack that you’re probably familiar with in King of Fighters. It has a pinch of startup on it, but if you have a solid read, it deals over 50% life and carries the opponent fairly far. However, this super is unblockable, so that alone gives Robert a very solid comeback to fall back on.

Strategy

Combos

Rush Combos
Combo Damage Works On Notes
6A 6B Can't really think of any reason to use this, but the 6B has really good range for an effective whiff punish poke.
6AA 6B Basic rush combo that has really high corner carry if you'd prefer to trap the opponent into the corner rather than go for damage or one of Robert's optimized juggles. This gives Robert slightly more options as opposed to other characters, since it's hard to not resort to using this string for anyone else and get free combo damage. Although it packs a high reward, it is easily punishable on block so be careful if you use it outside of a juggle.
6AA 6CC Like Ryo's 6AA 6CC, but slightly more useful as it's a pinch easier to combo into and has better corner carry, but it could just be me.
6AA 6C 6B Robert copies Ryo's 6AA 6C 6B, doing 3 punches into a kick, but unfortunately it does not pack the TOD potential like Ryo's does, simply because the recovery is far too long. But still, as long as you're not in the corner, it's free damage.
6BB Basic double kick combo, but the good reach makes it effective, doubly so as an anti-air combo.
Juggle Combos
Combo Damage Works On Notes
Launcher > 6AAC > 4B
j.C, 4A, microwalk 6AA, 646B
j.C, 4A, dash 5A, 5A, 6AA, 6C, 6B
j.C, 4A, dash 5A, 5A, 5A, 6AA, 6C, 4B


General
FAQ
Controls
HUD
System
Training Mode
Characters
Jin
Karman
Kasumi
Lenny
Robert
Rody
Ryo
Sinclair
Wang
Wyler