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

  Robert Character FAQ for The King of Fighters '98
  Systems: Arcade, Neo-Geo, PSX, Dreamcast
  Written by: Orochi K
  E-mail: kartelkertra <at> caramail <dot> com
  FAQ created on September 13, 2001
  Final Version - Last revised: July 20, 2002


  (c) 2001-2002, Orochi K. 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.  

  The King of Fighters and Robert Garcia are 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.gamespot.com
  - www.neoseeker.com
  - www.cheatcc.com
  - www.psxcodez.com
  - www.cheatcodes.com

  Other webmasters who wish to post this FAQ on their site should read
  the disclaimer before e-mailing me.

  For whatever reason you wish to mail me, please read the e-mail policy
  first and then look at GameFAQs for the latest update before doing so.


 .-------------------.               .-----------------------------------.
 ¤ TABLE OF CONTENTS ¤---------------¤ PRESS CTRL+F FOR EASIER NAVIATION ¤
 '-------------------'               '-----------------------------------'
       
     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) CPU
        d) Challengers
        e) Stuff+
     X. Author's last words
    XI. Legal disclaimer
   XII. Contact info <----------- (READ!)
  XIII. Revision history
   XIV. Credits


    /ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ/
   /  QUOTE : "SNK had slim to none american advertising yet still is   /
  /  quite popular here today. Fan support. We kept SNK alive for all  / 
 /  these years, and their name still continues on."                  /
/_______________________________________   __________________________/
                                       /  /
                                 /ŻŻŻŻŻ   ŻŻŻŻŻŻŻ/
                                / DARK SYMPHONY /
                               /_______________/


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                               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!

NOTE: Robert exists in 2 versions in KOF '98, the original one and the
'94 alternate one. This FAQ is only for the original version. '94 Robert
doesn't have the same moves and combos! However, if that's what you're
looking for, just be patient! I will see to that soon! >_<



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                           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
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

       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)



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                            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
   c    - charge for 2 seconds

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



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                            SHORT MOVES LIST
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


|---------------------------- 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. Besides, the jump D has more range and I don't see
            why you would prefer the C version instead.
 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! Remember '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 games 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 SDM 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... :)
 A very useful move since it will connect really hard against opponents
 who tend to jump a lot, you'll use that a lot if you're not good at 
 comboing into his other DMs.
 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. But they're not really tough though, you just need to practice!
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. You can still try it in practice
   mode if you have the game! ^_^


 * 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.


 * Corner -> 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 as long as the
   opponent is cornered. It doesn't work in other places though!



 * 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. Both A and C versions can be used but as
   always, you'd be better sticking to the weak one. 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.
   Note that the Ryuugeki Ken may miss if your jump D isn't timed well.

 * 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! Be quick with
   the DM and the opponent will eat 17 hits, sit down and laugh!


 * 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.


 * Corner -> 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! But don't forget the corner though! ^_^


 * 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 knocked down though. Booh! I'll still use it 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!! 


 * hcf + B (close) -> qcf + A
   A nice combo and it eats up some life too. Be quick with the finishing
   move though or it won't connect. I wouldn't advise you to pull this
   combo against a cornered opponent, use another one instead. 


 * hcf + B (close) -> dp + A
   A very good combo and the Ryuuga ensures that you won't miss the 
   opponent when pulling the second move. It does decent damage too and
   you'd be better pulling this whenever you can. Works fine from behind!
 

 * hcf + B (close) -> dp + B
   Pretty much the same as above though I like the first one. Still, this
   one's useful too and its advantage is that you won't have to hop back
   afterwards if you want to put some distance between you and the 
   opponent.


 * hcf + B (close) -> hcb + K
   This one is very damaging and of course, it does more hits. If you want
   to go for damage, pull this one all the time. The number of hits may
   vary too depending whether the opponent is cornered.


 * hcf + B (close) -> jump CD
   The most damaging of all provided you do not miss the jump CD. It will
   also knock the opponent back and will give you enough time to think
   of whatever strategy you're going to sue or to taunt your opponent if
   you wnat. ^_^


 * Stand C -> hcf + B (close) -> hcb + K
   No need to corner the opponent here, it works all the time. Good damage
   and this time again, the total number of hits vary. I don't really like
   this one but it's cool too and very useful!


 * Cross-over D -> stand C -> hcf + B (close) -> hcb + K
   The same as above with a cross-over D to make it more flashy. Excellent
   damage. This must not necessarily be pulled against a cornered opponent,
   it will work anywhere as long as you do everything right. Of course,
   it's better if the opponent is cornered but not essential as long as
   you have mastered all the subleties of the cross-over D.


 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 (close) -> 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 (close) -> 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 (close) -> 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 (close) -> 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 (close) -> 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 (close) -> dp + A
   Nothing more to add! You'll probably use this one more often. Timing of 
   the last move is crucial but it's not that hard to do and you shouldn't
   have any problem.


 * Cross-up D -> stand C -> hcf + B (close) -> dp + B
   Same here! I love this stuff! ^_^


 * Cross-up D -> stand C -> hcf + B (close) -> 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! :)


 * Cross-up D -> stand C -> hcf + B (close) -> dp + C
   Yup, this actually works! All you need to is to walk forward a bit and to
   the Ryuuga just as the opponent is falling down. Both hits of the Ryuuga
   will connect, which means major damage ahead!!!


 And here are new contributions by Cool, a long-time Robert player ^_^:

 * Cross-up D -> stand C -> hcf + K (close) -> f + B -> dp + A
   Truthfully, I forgot over time that this combo and the ones below were
   all possible. Anyway, this is very damaging but also quite tricky. The
   Ryuu Hanshuu may not connect and getting it to combo is hella annoying if
   you're not used to it. Practice it first. 


 * Cross-up D -> stand C -> hcf + K (close) -> f + B -> dp + C
   You need to time the Ryuuga well. Otherwise, Robert will go up too soon
   or too late such that the opponent will be back on his feet and you'll
   be in for some hits! -_-


 * Cross-up D -> stand C -> hcf + K (close) -> f + B -> dp + K
   Same here!


 * Cross-up D -> stand C -> hcf + K (close) -> f + B -> hcb + K
   You would be better sticking to the ones above because at most, only 2
   hits of the Hien Senpuu Kyaku will connect and it's not that damaging
   anymore.



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                 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.


|---------------------------------- CPU ------------------------------------|

These are strategies that you may use to defeat the characters in 1P mode.
Note that I've written these down through hours of playing and since there 
are usually attacking patterns, I've based my strategies on those. Thus, they
may not work all the time but most of the time, you can rely on those.

NOTE: If you don't know the moves names for the characters, consult Kao
Megura's FAQ at GameFAQs.


* * * * * * *
* HERO TEAM * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * *


KYO : The main character (plot or no plot, that doesn't change anything!)
      and man, does he live up to his reputation!! I can't think of any
      other character who's as aggressive as Kyo. Even O. Rugal is less
      aggressive than that bastard! Kyo will attack you, roll back, jump
      and try to cross-over, attack you, roll back, and you get the thang!
      And whatever combos he is in a position to pull, be sure he'll indeed
      pull those! Do not pull your moves alone in any case except maybe
      for the Hien Senpuu Kyaku. If the moves miss, he'll go for his own
      combos and you'll only be able to eat it. Do a jump CD or the Ryuuga
      whenver he attempts to jump at you (Ryuuga is better!) and as soon
      as you're on the ground again, hop back and wait for him to move.
      However, it would be better to play aggressive yourself because since
      Kyo remains attacking all the time, your guard may break or even
      worse, he may dizzy you. Don't try to cross-over though! Instead,
      evade when he attacks and try to attack him from behind. Always
      start with your regular stand C. If the move connects, follow with
      what you've got. If you eat his jump D, he'll always pull a combo 
      and as you roll, he may also pull his DM such that you can never 
      avoid it. Wait for when he cannot block or roll and hit him with a 
      damaging combo. Your far D may also take Kyo by surprise but you
      should still watch out for his counter moves which will probably
      come out at the same time. You should eventually win but beware, the
      Kusanagi is in top form today! ^_-


GORO :  A very tough opponent but luckily, Robert has some advantages over
        him. Firstly, you should never use the Ryuugeki Ken whether Robert
        is close to Goro or not. If they are close, Goro will roll behind
        you and will grab you from behind (and we should all be thankful
        that the CPU doesn't use his bug to play cheap!). If Robert is far
        from Goro, the latter will use the move where he hits the ground
        and you won't have enough time to block. Using the Hien Senpuu Kyaku
        is also a bad idea because Goro has that bad habit of using his
        crouch C and you'll most likely eat it. Jump at him with a cross-up
        D when it's possible and immediately follow-up with a damaging combo.
        That's practically the only thing you can do against Mr Daimon, the
        cheap grappler! ;| Oh yeah, if he blocks your jumping attack, hop
        back immediately, don't hit him from where you are!
 

BENIMARU :  Benimaru is not that hard when you're using Robert. As soon as
            the rounds starts, roll back if you're in Advance and hop back
            if you're in Extra mode. Next, don't do anything but just wait
            for him to attack. When he attacks, he'll most likely jump
            towards you to place in a combo. Just perform the Ryuuga as
            he's above you and he'll be knocked away. And just go on like
            that until you're done with hi. The only thing you should never
            do is to try to switch sides with him by using escape. Otherwise,
            he's a sissy!


* * * * * * * * * * 
* FATAL FURY TEAM * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * * * *


TERRY :  2 legends meet. Now, Terry is a real pain in the @$$ and most of 
         all, he uses all his moves! Rolling behind him simply means you'll
         be caught in his annoying poke combo of crouch A, crouch A, crouch
         A (or crouch B, crouch B, crouch B, but what the hell does that 
         change...?). Don't go about rolling too much. Also, if Terry rolls
         forward and ends up being close to you, you can bet all your money
         he's gonna use his Rising Tackle or his attack CD as soon as he 
         recovers. Your best chance against that monster is to take 
         advantage of his recovery time when he has just used the Burning 
         Knuckle or the Power Wave. Throw in a damaging combo as he 
         recovers and hop back immediately before applying the same 
         strategy as needed.

ANDY  :  He can be hard at times but most often, he'll be rather easy and
         you will beat him without any difficulty. Block when he does his
         Zan'ei Ken since he uses that a lot. Don't attack him just after
         the move though in case he decides to follow-up with the Gadankou.
         Once you're sure it's okay to hit him, do so and try to make the 
         most out of it. You'd better watch out for Andy's command moves
         though, they can be really painful to avoid and you don't see
         them coming. Don't run or roll a lot too because he may pull out
         his Hishou Ryuusei Ken DM and you won't be able to block it, let
         alone avoid it. Comboing against Andy is quite easy, so even if
         he manages to put up a fight, you should beat him quite quickly
         and move on!


JOE  :  He can be really annoying sometimes but he's not that hard most 
        often. Roll is not advisable against Joe because of his TNT Punches
        and he also has that very bad habit of releasing his DM just when
        you're about to cross-over. Be also on the look-out for his
        basic combos (stand C, Slash Kick/etc...). I find it better to 
        block those and to throw him my own combo as soon as he's done
        that. When Joe remains crouching, that means that he's about to
        do his Tiger Knee. Do not jump at him and do not cross-over.
        Run forward and use a far attack. I even found him eating the
        Haou Shoukou Ken sometimes. Robert's attack also works well against
        him but not always and you should resort to that only as a last
        measure.


* * * * * * * * * * * * *
* ART OF FIGHTING TEAM  * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * * * * * * *


RYO  :  A cheap way to win against Ryo is to remain crouching and to press
        C as Ryo comes at you at as he uses Mouko Raijin Setsu (you'll be
        seeing that very often! ^_^). But we are not cheap players and
        we'll try to think of another strategy to beat the heir of
        Kyokugen-ryuu Karate. First thing, be on the look-out all the time
        because Ryo is not the type of player who'll save his power stocks
        for a precise moment. He'll pull the Haou Shoukou Ken or the
        Ryuuko Ranbu a lot as long as he can. Be prepared to roll or to
        block. My advice to you is to avoid the Ryuuko Ranbu and to block
        the Haou Shoukou Ken. It is always dangerous to try to avoid the
        projectile because of its speed. Don't roll too close to Ryo either
        since he seems to be taking himself for a grapper a lot. If you're
        good at escaping at throws, you may still do it but I wouldn't 
        advise you to do so. Otherwise, your sure try is to wait for him
        to do a move (he uses his moves a lot!) and to hit him back as he
        recovers. His Kohou leaves him very vulnerable, try to pull a DM
        as he falls back. And, of course, hop back when he's getting up
        or he may jump at you and beat you up!


YURI  :  Most of the time, just a crouch D will take care of her. All you 
         need to do is to get close to get, to sweep her and to remain
         near her as she gets up. And just go on with the crouch D, Yuri
         is very weak against those. However, she can be pretty aggressive
         at times. In those cases, be prepared to avoid a lot. When she
         does the Saiha, just block and hit her as she comes near you and
         recovers. A cool thing about Yuri is that her recovery time is
         pretty big for every move and you shouldn't have any problem
         taking advantage of those. And you'd better watch out for her DM
         combos too, she's good with those. Thus, avoid using your special
         moves alone, use them only in combos!


ROBERT  :  Mirror match! CPU Robert is a fan of the Ryuuga and he seems to
           have been infected by Ken. He'll use that a lot but the problem
           is that he's darn good at it and always manages to take you by
           surprise. Hitting him as he falls back is not as easy as it 
           sounds and you'll need to be fairly quick in order to do so.
           Otherwise, keep running and rolling and wait until you see an
           opening. Don't just wait for him to attack, be aggressive and 
           keep on with "small" combos even if he's blocking. He'll 
           eventually try to get back at you and now would be your chance!
           Beware of his projectiles though, he's also very good with 
           those! You should be good with those by now too! ^_-


* * * * * * * * * * * *
* IKARI WARRIORS TEAM * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * * * * * *


LEONA  :  If you can't win against her, you certainly need to practice. As
           soon as the round starts, hop back. Don't do anything yet apart
           from blocking. A thing that may occur though is that she just
           crouches and doesn't try to attack. In that case, cross-up or
           try to attack her. She'll then start pulling those kamikaze moves
           that make her so easy. When she uses her X Calibur, block and
           attack her as she falls down and recovers. If she uses her Eye
           Slasher or her Earring Bomb, just roll and attack. She's even more
           pityful when she pulls out the Eye Slasher. You just have to avoid
           the projectile, run forward and pull a nice combo while she just
           stares at you. You should still watch out for her stand C/D as
           they are a pain to avoid but since you'll get more chances to 
           attack, you can't possibly lose here - however low your life may 
           be! If you lose...err...you really need to practice. 


RALF  :  He can be hard because he's good at throwing you whenever you try
         to roll by him. However, all of his moves seem more like kamizake
         moves and you can just take advantage of those. It's even easier
         when he does his Bakudan Punch (any). All you have to do is to
         evade or to block and to combo in while he gets back on his feet.
         Don't take too much time though or he'll throw you or S.A.B. you,
         which is pretty painful. If he does his Vulcan Punch, cross-over
         and follow with something damaging quickly. The Ralf Kick has 
         higher priority than any of your moves, so you'd be wise to just
         block instead of attempting anything foolish that may cost you
         a win!


CLARK  :  As cheap play, the Hien Senpuu Kyaku is enough but since we are
          not cheap, we'll have to think of some other "legal" way! ^_^
          You may still do the regular combos starting with the jump D but
          as Clark is a grappler, that's not recommended. You never know
          with what he may greet you. Another fact is that his standing
          CD has more priority and you'll just get knocked back. And even
          when you jump, Clark may very well jump too and throw you. As
          you must already know, rolling by him is _very_ risky because of
          his moves. His Super Argentine Backbreaker just makes things
          worse. But he seems to be vulnerable against the Ryuugeki Ken
          though, just pull it and most of the time, he'll run into it.


* * * * * * * * * * * * *
* PSYCHO SOLDIERS TEAM  * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * * * * * * *


ATHENA  :  Lol, Athena can be beaten with throws alone. Anyway, it's
           really easy to avoid her projectiles and to attack her meantime.
           Rolling by her when she's not doing anything is rather risky 
           since she may end up using her Super Psychic Throw and follow-up
           with her DM. Otherwise, I don't really find you losing to 
           Athena. Oh, I don't find you using to anybody from the Psycho 
           Soldiers Team, they're that dumb!


KENSOU  :  Practice your combos here, Kensou is even easier than Athena!
           When the round starts, do anything you want: run and attack,
           cross-over, hop back and taunt, charge if you are in Extra,
           just do it. The only thing you need to know is to block or evade
           when he Kensou does his Ryuu Renga (any of them) and to attack
           him as soon as you can. Otherwise, sit back and laugh. He'll eat
           all your combos and he doesn't even bother to attack most of the
           time. 


CHIN  :  Evade or roll, run forward and attack him every time he uses his
         Kisui Shuu or his Hyoutan Geki. Since he uses those very often,
         that will do. Otherwise, when you use combos, don't bother pulling
         the Hien Senpuu Kyaku as sometimes a couple of hits will miss
         and Chin can even escape! And don't pull the Ryuugeki Ken when
         you're not close to him. In fact, don't pull it at all unless
         in combos. Chin will always answer with his DM when he sees a
         projectile and you don't want to eat that, right? >:(


* * * * * * * 
* GALS TEAM * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * *


MAI  :  Very easy! As soon as the match starts, roll to the other side. 
        Mai will attack and will miss since you are now behind here.
        Just attack her from behind with any combo but DON'T use the
        Hien Senpuu Kyaku. Why, you ask me! Well, the fact (and you'll
        notice that soon enough yourself) is that Mai crouches most of
        the time and if you pull a comobo involving the Hien Senpuu Kyaku,
        the second and third hit of the move will miss completely. She'll
        be behind Robert's back when the latter recovers and you'll be
        in for a serious kicking. Just stay near her everytime she gets 
        up after being knocked down and as she does so, roll behind her
        again. She really has a very easy pattern: get up, you roll behind,
        she attacks in vain! Have fun!


KING  :  Another aggressive character! Cross-jumps are not a good idea
         against her because her crouch C has very high priority and will
         take you out most of the time. King also likes to use the Mirage
         Kick a lot. Simply block or evade when she does so and hit her
         on the counter. Block is better IMO because you may still be 
         caught in the second or third kick of the move while Robert is
         switching side with her. Evade again when she does her Venom 
         Strike and throw in a nice combo. And avoid using your special
         moves alone, King has a pretty high AI and will use her Illusion
         Dance whenever she thinks you will eat it. Be prepared to run a
         lot in this match! :) 


CHIZURU  :  Bleh, just wait for her to use those stupid teleport moves and
            hop in with a bunch of hits when it's safe to do so. Jumping
            in is rather risky though as she may greet you with those
            damn anti-airs which, I'll admit it, are very efficient. Robert's
            Ryuugeki Ken is darn effective against her but just with the
            first strategy, she's easy.


* * * * * * * * 
* KOREAN TEAM * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * *


KIM  :  Kim can be pretty cheap at times. Trying to cross him is not
        recommended because he will abuse the crouch A to poke you. Evade
        when he does the Hangetsu Zan or the Ryuusei Raku and attack him
        as he recovers. Don't use the Ryuuga or any move that has too much
        recovery time alone since Kim will probably use his DM as you fall
        back and you won't even be able to block. As long as you keep all
        these in mind, he ins't that hard. Another thing that I like to do
        is to taunt him as soon as he gets a DM. He often taunts back and
        immediately pulls his Hou'ou Kyaku when you taunt him. Of course,
        this is also quite risky and you shouldn't do this if you're not
        confident enough.


CHANG  :  Watch out for his crouch C/D since they can be quite tedious
          to block. His sliding attack is also annoying and you'd better
          keep an eye open for that too. Otherwise, Chang si easy! Just
          evade when he swings his iron ball and hit him from behind or
          while he recovers. You should however watch out when you roll
          because the ball may still hit you and it's quite damaging.
          And Chang may also use his close move if you time your roll
          badly. To avoid this, roll only while he is busy doing something
          else. Don't try to switch sides while he's just standing as
          most of the time, he'll lose the move. Other than that, he's
          really easy!


CHOI  :  Wait for him to jump since he does that a lot and perform the 
         Ryuuga. Do only the weak one for safety reasons. You can also
         wait for him to dash at you and hit him as he falls on his feet
         again or as he recovers if he has managed to come close to you.
         I really think this is only a kamizake move since this leaves
         Choi open to anything. Don't use moves that have too much recovery
         time alone, Choi may use his DM as you fall back and his DM is too
         quick for your senses. As a last note, don't bother using the
         Muei Senpuu Juudan Kyaku, Choi will just roll to avoid it!


* * * * * * * *
* OROCHI TEAM * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * *


YASHIRO  :  Yashiro likes to jump a lot. I guess you know what that means!
            Ryuuga, Ryuuga, Ryuuga! However, I don't like this simple 
            strategy and I'll tell you why. The fact is if he has a power
            stock, he'll always use his Final Impact when you miss. And even
            if you're lucky enough such that he doesn't have one, you're 
            still in for some serious damage since this is none other than 
            Yashiro. Also, don't try to cross-over him because he'll do
            just the same thing if you do so. A strategy you can use is to
            block as he Yashiro uses his Missile Might Bash or any otjer
            move and to attack on the counter. For extremely cheap play, 
            make as if you're playing '97 and facing Orochi Yashiro! :)


SHERMIE  :  The only time you can use the Hien Senpuu Kyaku is when Shermie
            dashes at you in the hope of grabbing you. Even then, just pull
            it directly and don't attempt to combo it in a standing C or
            anything else since she will always grab you beforehand. Don't
            bother using the Ryuugeki Ken alone, she'll just roll and attack
            you after that. Perform the Ryuuga when she jumps at you and
            just throw in a good combo as she comes near! Cross-ups also 
            work well but not always!


CHRIS  :  Be ready to block low a lot here and watch out for his sliding
          attacks. Keep an eye for when he tries to do one of those moves
          that make you switch side too because he'll immdiately combo in
          and you cannot block in such cases. Cross-over D is a very bad
          idea against Chris because his moves are good anti-air and he'll
          most likely use his DM if he has a power stock as you do so. Just
          take advantage of his recovery time and you'll beat him. Keep
          blocking all the time and throw in a few hits as he recovers.
          Since Chris is a constant attacker, that isn't much of a problem.
          You should however know when to block low and when to block high
          exactly.


* * * * * * * * * * * 
* '97 SPECIAL TEAM  * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * * * * *


YAMAZAKI  :  Since all of his moves have a rather long animation and take
             some time, just roll behind him as he does one of those and
             hit him from behind. Don't roll such that you get up next to
             him when he isn't do anything though or you'll eat his
             Bakudan Pachiki. Ryuji is as vulnerable as a little kid when
             he uses his Sabaki no Aikuchi, it is really impossible to
             miss your combo once you've avoided his dagger. Keep a weary
             eye open for his Guillotine (DM) though because he likes to
             pull that when he sees that you are recovering. He even used
             it 3 times in a row against me once. If you jump and land to
             him as he blocks your attack, feel sorry because the Drill
             is surely coming out and I don't see you having time to
             escape.


MARY  :  Running or rolling can be dangerous against her due to her DMs
         which'll always take you by surprise. And her counter moves
         are even more annoying. Just roll and she'll slide. Thankfully,
         you'll recover from your roll first and you'll be able to hit her
         in the back with a nice combo. Don't remain crouching all the time
         either in the hope that she'll attack first. Oh yeah, she'll do 
         it but in a rather unpredictable way and eventually, you won't
         even know from where she'll attack next. So, you'll just end up
         eating all her moves. She eats combos very easily though since 
         her recovery time is a major help. The only thing that you should
         refrain from doing is to run too much for nothing and to get close
         too her when she's not even recovering. Believe me, you don't want
         to know what happens in these cases!


BILLY  :  Robert is somewhat limited against him! He's probably the most
          dangerous character when you try to switch sides with him.
          Do it and most of the time, you'll be caught in his Senpuu Kon
          and in his Shuuten Renpa Kon. It'll be even worse if he has a
          power stock. Thankfully, you can take advantage of certain
          situations like when he uses his Sen'en Sakkon. Just hit him
          as he lands. You may also try this same strategy when he uses
          the annoying Kyoushuu Hishou Kon but it is always hard to know
          where he'll land and by the time you realize where he'll be,
          it is usually too late and he'll have recovered. Robert's air
          move may be useful at time but don't use that when Billy has 
          a power stock. He'll either catch you in his DM, which is the
          worst thing that could possibly happen, or he'll hit you on
          the counter. The best thing to do is to wait for him to attack
          first and to see if there's an opening. Don't bother with 
          anything if there's no opening, Billy's more likely to make you
          regret your insolence! ^_^


* * * * * * * 
* IORI TEAM * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * *


IORI  :  Da Man who impressed with his style, techniques and strength is
         one of the most dangerous opponents in the game. Now, those who've
         played '95 and '96 must already be shivering with fright. Boy, are
         your right!! Iori will make full use of his purple flames, hope 
         you took the antidote with you. The key here is to vary your style
         as quickly as possible since he does that too. Throw in good combos
         when he recovers from his projectile (provided, of course, you've
         successfully avoided it). Make use of the other moves' recovery
         times too although I should probably warn you that Iori is really
         quick. If he manages to connect his cross-over move and he has a
         power stock, how much do you bet you'll do a standing/crouching C
         into the Maiden Masher? No, forget it, I don't want to take your 
         money. 


VICE  :  Vice, who is actually in the GameFAQs contest (thus proving that
         CJayC has actually played KOF at one time or another in his life),
         will make you wish you stayed at home instead of coming to the
         arcade to play KOF '98. Her DMs are a real pain in the @$$ and 
         good luck in avoiding those. She's really quick and aggressive.
         While some of you may already start thinking that you'll thus have
         to play defensively since Vice will do most of the attacking. To
         those, I'll say: "No, it's the other way round". The more you
         block, the more you'll be in a bad position. Simple, Vice has
         good throws and amazing recovery times, you just won't be able to
         do anything if you play defensively. Instead, attack, roll, attack,
         overlap, combo, kyokugen. You'd better be careful when jumping
         though because of her throw DM, you'll make an easy target if you
         jump just as she performs it. The Ryuugeki Ken can catch her at
         times (she's so agressive she runs into it ^_^) and you could use
         that in mind games.


MATURE  :  Mature is very tough in this game. Not a surprise since she 
           acts as a mid-boss. (In case you didn't know, the sixth battle
           just before Rugal is considered a mid-obss battle. The sixth 
           team will always be one of the following and never any other:
           The Iori Team, The Masters Team, The Sports Team!). To get on
           with it, be very careful when you're fighting against Mature.
           Her kick moves are pretty unpredictable and her throws are hard
           to avoid. I'd advise you to play defensively here, you have more
           chances of making it through this way. Keep at a distance and 
           block. Mature relies a lot on her multiple-hit moves, so you
           can just wait and attack as she recovers. You still need to be
           very, very quick though because she has excellent recovery times
           and you don't want to eat a DM. Yeah, watch out for those DMs,
           she pulls them out just when you least expect it.


* * * * * * * * *
* MASTERS TEAM  * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * * *


TAKUMA  :  The man who taught Robert everything he knows in now facing you!
           Hey, where are you going?! Come back here!! Cross-over D, stand 
           C, special move when Takuma throws his projectile - that's what
           you should be using but there are still other things you must
           keep in mind if you don't want to look like an idiot! Now, the
           timing part: walk back until there's a distance of about 1/3
           the screen between you. Do so even if it means you'll be in the
           corner, that doesn't put you in such a bad position. Takuma
           will throw his projectile at you but thankfully, he's not that
           cheap or else, he doesn't know about his glitch! ^_^ Next, all 
           you need to do is to time your cross-over well such that you are
           above him just as he throws his projectile. You will land safely
           behind him while he watches his projectile go away and all you
           need to do is to throw in a combo. However, things are not so
           easy and Takuma has got other tricks up his sleeves:
           
           a) The dreaded Zanretsu Ken. If you don't time your jump well
              and fall in front of him while he is in a position to attack,
              you will definitely eat it. In fact, he won't even wait for 
              you to land before pulling it. He will do so as Robert is
              landing and good luck in avoiding that!

           b) Another case is that he will go for the Mouko Burai Gan 
              instead and break your guard while doing so.

           c) If he see you constantly hopping or rolling back, he'll go
              for the Hien Shippuu Kyaku. If you're still acting like a 
              jerk when he's travelling across the screen, good luck! ^_-
              And beware for the possible chain combos in this case.

           d) If he pull the Hien Shippuu Kyaku and you block, he will use
              his Mouko Burai Gan when he falls back and if you're 
              cornered, things won't work well for you.

           Many people see this team as hard! I do not agree, the only 
           tough guy is Takuma, Heidern and Saisyu are not really so hard 
           to beat. Now, just keep all this in mind and time your jumps 
           well for the ultimate combo of cross-over D -> stand C -> 
           hcf + B -> jump CD or cross-over D -> stand C -> f + B ->
           qcf, hcb + A when you have a power stock! ^_^


HEIDERN  :  Ikari Warriors to the rescue! Be happy, Heidern has been 
            definitely toned down (although I wonder why...)! All you need
            to do is to block down and to wait for him to attack. When
            Heidern uses his Moon Slasher, just remain blocking such that
            he won't do the whole animation and he will back. Now, run
            forward and throw him all that you've got. It is possible to
            perform the Ryuuga as he comes at Robert but I wouldn't advise
            you to do so because you may perform it too late. Watch out
            for the Neck Rolling though, this move can be a real pain in 
            the @$$ sometimes. Otherwise, Heidern is easy. The crouching
            and blocking technique works all the time, you only need
            to be quick enough to hit him as he lands back!


SAISYU  :  Thankfully, he's not the same man as in '95. (Otherwise, you'd
           be better leaving right now! ^_^) His favorite attacks are his
           Yami Barai (projectile) and his Homura Gasane. In both cases, it
           is easy to evade and to hit him while he rovers. In the case
           where he does the Yami Barai, you can also try to cross-over but
           I wouldn't do so because of the damn Oniyaki which has decent
           priority. You shouldn't have any difficulty beating Saisyu, he's
           rather easy in '98 and pathetic against Robert.


* * * * * * * *
* SPORTS TEAM * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * *


HEAVY D!  :  A dangerous opponent! First of all, be on the look-out for the
             Ducking Combination and the Soul Flower. He'll use both very
             often and they are rather hard to avoid, if not impossible in
             certain situations. His crouch D can also be painful as you
             never see it coming and he tends to rely on that a lot 
             whenever you're close to him. Truthfully, Heavy is rather
             unpredictable and he doesn't seem to have a definite pattern.
             All you can do is to wait as he recovers and to run at him
             for some major damage. His R.S.D. seems to be the move that'll
             usually enable this. The problem is that he can just go on
             using all his moves one after another and you'll never know
             which one it'll be next. Try to stay out of his reach when 
             he's in this state and if you see an opening, run and perform
             one of your most damaging combos!


LUCKY  :  The toughest of the 3 (yeah, just because he's skinny while Heavy
          and Brian look like monsters doesn't mean that he'll be the
          easiest! ^_^). Believe me, you'll need some kind of luck to
          defeat him while keeping enough of your lifebar. As you'd 
          probably have noticed yourself, your best way is to roll when
          he throws his ball and to hit him. The problem is that it is
          quite difficult to predict where the ball will land and which
          move he'll use next. Even worse, he has a fairly quicky recovery
          time. OK, try to time your rolls well and most importantly, make
          sure you get up behind me. It is more risky to get up just in
          front of him where he may throw you. However, he may catch you
          out of your roll with his DM and that's hard to avoid. Lucky has
          a rather high AI and he'll know exactly when to use the DM and
          I guess there's nothing you can do against that. Other than
          that, he likes to use those poking set-ups too when he can or
          when you're close and his teleport move means he can attack
          you from behind. But you can use that against him though by
          hitting him with your far D as he comes back. Your far D will
          be very useful in this match, abuse it!


BRIAN  :  Rather easy compared to his 2 friends. Just wait for him to
          do his charging moves and keep blocking. Hit him as he rocovers.
          His recovery time is lame and you can pull anything you want 
          meantime. If Brian does not perform his kamikaze moves, just do
          a simple move (crouch D, stand A x 2,...) and he'll probably use
          that move again. Hit him hard and take revenge for what his 2
          friends did to your partners seconds before (or later!). ^_- 


* * * * * * * * 
* BONUS MATCH * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * *


SHINGO  :  The kamizake! But he can still be tough sometimes, particularly
           with his crouching jabs. If he manages to connect a crouch A on
           you, be afraid because he will most likely throw another couple
           in and he'll finish with a special move. Shingo has a very
           annoying pattern which consists of rolling and of pulling a
           move, any move. And at times, these can be really hard to
           avoid as he just keeps on moving all the time and never stops.
           Fortunately, he also uses his moves whenver he wants and has
           quite bad recovery time for certain moves. If he's stupid enough
           to use his 100 Shiki: Oniyaki Mikansei, run forward and perform
           a nice combo as he turns around. Other moves which make him 
           vulnerable are 101 Shiki: Oboro Guruma Mikansei and his strong
           104 Shiki: Aragami Mikansei. Don't keep pressing AB too much 
           though or he may use the dreaded Shingo Kick to punish you.
           And beware if he has stock because he's good at using those
           in 3-hit combos which take a lot of life away. Fortunately,
           he'll eat your DMs quite easily! CRITICAL HIT!! ^_^


* * * * * 
* BOSS  * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * 

¤ ¤ ¤ ¤ ¤ ¤ ¤ ¤
¤ OMEGA RUGAL ¤  :  Boss-time! And Rugal is once more back and he's out to 
¤ ¤ ¤ ¤ ¤ ¤ ¤ ¤     destroy you!! The best strategy to adopt is to wait for
                    him to throw his projectile and to jump/roll and hope 
                    you'll have enough time to place some hits. However, 
                    things are not that simple. Rugal has a darn good 
                    recovery time and I do think you already know how darn 
                    powerful his moves are. Moreover, if you don't time 
                    your roll well, 100-1 he'll use one of those moves and 
                    take away a LOT of life. Heck, Robert isn't particularly
                    strong against Rugal but luckily, he isn't really weak 
                    either. Like I said earlier, you can to take advantage 
                    of that damn projectile. Simply evade and try hard to 
                    throw in a couple of hits while Rugal recovers. Jumping
                    and overlapping also work but I wouldn't recommend that
                    since Rugal does have good anti-air moves. Make sure
                    you avoid his 6-hit moves that are really too damaging 
                    and things can work out your way. Avoid using the 
                    Ryuugeki Ken, Rugal will very rarely eat it and he'll 
                    greet you with a counter each time. Good luck, this is 
                    Rugal, you'll need it! -_-
                    (Do like me, have Yamazaki as your last player to ensure
                     that you'll win! ^_^)



|------------------------------ CHALLENGERS --------------------------------|


Robert is an excellent character against human challengers. If you are 
playing and someone is stupid enough to challenge you, I would advise you
to place Robert either first or third, but NEVER second. If you use him
first, you can try to deplete the life of the first two players and let
your other characters complete the work. If he's third, he's a good
character to assure that you win if you managed to do good stuff with
the first 2 players, whoever they may be!

Against opponents, you should always refrain from using your command moves
and your special moves on their own. Unless your opponent is completely
blind, you'll most likely instead doing so. Input these only in combos, 
even if they are blocked. Tick damage is important in human matches and
you must make the most of those.

Moves you should use in combos are the Ryuuga, the Ryuu Zanshou and the
Kyokugen-ryuu Renbu Kyaku whenever possible. However, you should never use
his Hien Senpuu Kyaku even in combos. This is because the opponent doesn't
get knocked down in this case and you don't want to take any risks! Even
though you may be skillful and very quick, your abilities won't change
much against quick characters like Kyo, Iori, Terry and a lot more!

His DM combos will work wonders if you manage to place them in. And forget
the middle command move if you aren't feeling sure of yourself, the stand
C into his DM is well enough. Use stand/crouch A/B for poking games and
don't forget that his stand/jump CD has insane priority. Use it whenever
possible and hop back immediately.

Fortunately, Robert is good against everyone and doesn't really have
weaknesses that other characters can take advantage of. He is somewhat
limited against the small ones but not much and besides, he also has good
points to make up for those! :)

Anyway, the trick is to move all the time. Roll even when the opponent 
isn't nearby, hop back, dash forward, be on the move but never jump if
the opponent isn't doing anything. You don't really want what would happen
in this case against Iori, Kim or Rugal (now, if you really know someone
who uses Rugal against opponents, use Robert and give that cheap idiot a 
lesson!).

In air situations (i.e. both you and your opponent are in the air), your 
CD attack is your best solution due to its very high priority. It is also
good when you've managed to trap an opponent or for poking games. Do not
abuse it though!

The Ryuugeki Ken is useless against human opponents, even in combos! Use
other moves instead. Besides, your opponent may very well roll behind you
as you pull it even if you've cornered him and since Robert take about 4
seconds to complete the animation, you'll be in serious problems once he's
done or even before.

If your opponents keep hopping back or jumping from far off and you happen
to have a power stock, pull the weak Haou Shoukou Ken quickly. It may
catch them off-guard since they're so busy acting like fools! :)
Show them your power and make them heat the Haou Shoukou Ken, you won't
ever believe how many matches it has managed me to win. It also works well
against opponents who are recovering since it travels quicker than any
other DM and thus has more chances of connecting.

But of course, you'll need to think up of your own pattern/strategy
against your current opponent since no two players think alike. That's
why it is always preferrable to keep back for some time and to know what
kind of player your challenger is, i.e. whether he's a defensive player
(in which case, I feel really sorry for him because it's impossible for
him to win, regardless of which characters he has chosen!), whether he
likes to play aggressively, whether he's a turtler, etc...

Now, go ahead and kick them, all of them!!! :)



|--------------------------------- 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. And
things that don't belong to the other sections! :)

 * 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...)!


* Here's the list of characters against whom Robert has special intros:
  - Kensou
  - Takuma

  Be sure to check them out! The one against Kensou is basically the same
  as in '97. The one against Takuma relates to The Art of Fighting.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                           AUTHOR'S LAST WORDS
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

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 (yep, 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! ^_^

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 Café <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
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

(c) 2001-2002, Orochi K. All rights reserved.

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

In other words, you cannot use this FAQ to make money and you cannot host
it on your site without my permission. You are not allowed to rip part of
it and to include it in your own work, thus claiming that the information
belongs to you. Even if you want to use some info contained in this guide
while giving me credit, you must e-mail me and ask me first.

"If somebody steals your FAQ and sells it, you can sue them.  Even if they 
 didn't sell it, you can still sue for statutory damages."
      - CJayC

Keep these words in mind!

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. I will immediately block your
   address in such cases.
 - People asking about roms.
 - 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
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

  As if anybody cares! ^_^

   Version 1.00 - don't remember
   -----------------------------
   * Only a combo FAQ that appeared on GameFAQs!


   Version 1.01 on 09/25/01
   ------------------------
   * 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.


   Version 1.23 on 10/16/01
   ------------------------
   * Corrected some typos. Added a new combo - contribution by PeLLeT_RSD 
     again. :) Did CPU section - Orochi Team, Korean Team and Fatal Fury
     Team. Did Challengers section.


   Version 1.27 on 10/17/01
   ------------------------
   * Added 7 new combos. CPU section - Hero Team, Psycho Soldiers Team & 
     Gals Team. Added notes to challengers section.


   Version 1.30 on 10/18/01
   ------------------------
   * CPU section - bonus match (Shingo), Ikari Warriors Team & '97 Special
     Team. More notes to challengers section and moves descriptions 
     updated.

   
   Version 1.33 on 10/19/01
   ------------------------
   * CPU section - Sports Team.

   
   Version 1.39 on 10/26/01
   ------------------------
   * Added quote and changed lay-out a bit.
   * CPU section - Ralf & Saisyu.


   Version 1.44 on 10/29/01
   ------------------------
   * New combos submitted by Cool.
   * CPU section - Chizuru.


   Version 1.49 on 11/8/01
   -----------------------
   * CPU section - Iori Team, Omega Rugal.


   Version 1.50 on 11/11/01
   ------------------------
   * Spellchecked.


   Final Version on 12/18/01
   -------------------------
   * Final! Corrections will still be added however.


   Final Version on 4/29/02
   ------------------------
   * E-mail change!


   Final Version on 7/20/02
   ------------------------
   * Re-read the guide and found some stuff that needed editing. This is
     also the last update of this guide -- don't bother to send me more
     stuff as they will never be included (however good they may be ;
     KOF '98 is so old now...).


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                                 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
   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
   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 
   For a whole bunch of combos which I was stupid enough to forget about on
   my first try! ^_^ Thanks for all the help!

 - Cool 
   After contributing a lot to my '99 FAQ, he hops in again with more combos
   for '98. The most deadly Robert player, thanks a lot!

 - 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 one 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 
   recognized 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.

 - Gunsmith <www.orochinagi.com>
   A cool site but I don't really go there anymore. Seriously, the GF MBS
   are already driving me mad, don't expect me to go on Gunsmith's boards
   too now!! I'd like to thank him for his K.O.U.F. FAQ, I enjoyed reading
   those. Yeah, I have no honor... :D

 - You
   Still playing '98?! Then, stay tuned for my new '98 FAQs which will
   be up...huh...soon...(I rule at shameless plugs ^_^)!

  - EOF -

  (c) 2001-2002, Orochi K. All rights reserved.