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

 '94 Robert (alternate version) Character FAQ for The King of Fighters '98
 Systems: Arcade, PSX, Neo-Geo, Dreamcast
 Written by: Orochi K
 E-mail: kartelkertra <at> caramail <dot> com
 Version: Final
 Date: June 19, 2002


 © 2001-2002, Orochi K. All rights reserved.

 This FAQ is for personal use only. Do not distribute it or use it for
 profitable purposes. If you want to post  this FAQ on a website, contact me
 first. Plagiarism is a crime, just ask. I have no objection on my FAQ being
 posted on someone else's website but you must give credit where it is due.

 Also, please keep in mind that under no circumstances, are you allowed to
 make any changes to this FAQ! It must remain as it is and moreover, you are
 not allowed to rip off part(s) of this FAQ to put in another FAQ. No
 banners or advertisements are to be attached to it and it must remain in
 its original form (NO HTML!). Moreover, the site must be a non-commercial
 and non-profitable one.

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

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



 ====================================
  VERY IMPORTANT NOTE & INTRODUCTION
 ====================================

 Now, before you start reading the descriptions and combos, please note
 that this FAQ acts as a companion to my original Robert FAQ. Instead
 of copying everything all over again, I will only be giving descriptions
 for his special moves here and combos. They share the same normal moves
 and it's not necessary for me to copy all this all over again. You may
 just refer to my other FAQ if you really want those.

 I've also left out Robert's profile, bio and the strategies which, again,
 can be found in his original form guide and which I've written myself.
 So, you may just get both of them and read them together. And no need
 telling me it's a drag because no sane people will ever play '94 Robert
 first and then Original Robert! :)


 ~ TABLE OF CONTENTS ~

 I. Short move list

 II. Move descriptions

 III. Combos

 IV. Revision History

 V. Credits


 =================
  SHORT MOVE 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

  Gen'ei Kyaku                                 f,b,f + K

  Hien Ryuujin Kyaku                           In air, qcb + K

  Hien Senpuu Kyaku                            hcb + K


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

  Ryuuko Ranbu                                 qcf,hcb + P

  Haou Shoukou Ken                             f,hcf + P


 ===================
  MOVE DESCRIPTIONS
 ===================

 ---------------------------------------------------------------------------
 Kubikiri Nage  :  When close, b / f + C
 ---------------------------------------------------------------------------

 [taken from original version guide]

 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
 ---------------------------------------------------------------------------

 [taken from original version guide]

 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! :)


 ---------------------------------------------------------------------------
 Kouryuu Koukyaku Geri  :  f + A
 ---------------------------------------------------------------------------

 [taken from original version guide]

 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
 ---------------------------------------------------------------------------

 [taken from original version guide]

 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.


 ---------------------------------------------------------------------------
 Ryuugeki Ken  :  qcf + P
 ---------------------------------------------------------------------------

 The difference with original Robert is that his Ryuugeki Ken will travel
 instead of just forming a shield.

 Robert will form a projectile and will throw it towards the enemy. A version
 comes out quite quickly and travels slowly. On the other hand, the C version
 takes some more time to come out but it travels very quickly and for cheap
 play, you can keep using it over and over à la Takuma (but it doesn't have
 the glitch though).

 However, the recovery for the C version is quite bad -- see how Robert takes
 that pose when he sends the Ryuugeki Ken and as the latter travels -- and
 Robert is thus more vulneranble.

 But even so, it works fine against some CPU opponents who are too stupid
 to jump at you while you're reocvering. Can work against human opponents
 too but be ready for a real fight after the game fight when you win! =)


 ---------------------------------------------------------------------------
 Ryuuga  :  f,d,df + P
 ---------------------------------------------------------------------------

 [taken from original version guide]

 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 to take out jumping characters like Choi and Benimaru.


 ---------------------------------------------------------------------------
 Gen'ei Kyaku  :  f,b,f + K
 ---------------------------------------------------------------------------

 This is considered as his best alternate move. The Gen'ei Kyaku is a bit
 similar to Takuma's move. Robert will thrust his foot up and will start
 kicking with lighting speed (à la Chun Li but much better!). Both versions
 do 13 hits and are _very_ damaging.

 Just like Takuma, even if the first kicks miss but the opponent gets caught
 into it sometime afterwards, Robert will ignore the first misskicks and will
 perform the 13 hits. In previous versions of the guide, I had stated that
 the main drawback of the Gen'ei Kyaku is that it cannot be comboed. As
 shown by Leroy, the move can however be comboed. Still according to Leroy
 (and verified by me after taking the dust off the cart :), the Gen'ei
 Kyaku can combo from frontal jumps on the bigger characters. Close
 standing C's or crouching ones work best but note that the effect doesn't
 work on all characters due to the angle at which the move starts. The combo
 itself can be somewhat tedious to pull for beginners.

 Use this against opponents who like to roll a lot (Shermie...) and those
 who like to run at you as if their asses are on fire (Kyo...). And laugh
 back when they get caught in the Gen'ei Kyaku and their life slowly gets
 depleted!

 Oh yeah, baby! That's what '94 Robert is all about! :)


 ---------------------------------------------------------------------------
 Hien Ryuujin Kyaku  :  In air, qcb + K
 ---------------------------------------------------------------------------

 [taken from original version guide]

 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
 ---------------------------------------------------------------------------

 This change is probably what makes people use original Robert more than the
 alternate style (including me =)). The move is very different and is nowhere
 cheap like the original Hien Snepuu Kyaku.

 The weak version does only 1 hit (what?!) while the strong version does 2
 hits (again, what?!). They're not as damaging but on the other hand, they
 have an incredible range. Both will travel about 3/4 the screen distance
 and you can also take a jumping or rolling far-away opponent by surprise
 countless times.

 The weak version is quicker to come out but doesn't travel very fast while
 the strong version comes out slowly but Robert spins around much faster.
 Both can be comboed quite easily -- for some reason, the hits never add up
 if you start with a jump D and include the Kouryuu Koukyaku Geri but it
 _is_ a combo.



 ---------------------------------------------------------------------------
 Ryuuko Ranbu  :  qcf,hcb + P
 ---------------------------------------------------------------------------

 [taken from original version guide]

 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!


 ---------------------------------------------------------------------------
 Haou Shoukou Ken  :  f,hcf + P
 ---------------------------------------------------------------------------

 [taken from original version guide]

 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
 ========

 '94 version has less combos compared to the original but they're well
 enough against anybody and you really cannot complain. As it is, all
 of his combos are shared by original Robert!

 * Crouch A -> crouch A


 * Crouch B -> crouch B


 * Crouch A -> crouch B


 * Crouch A -> crouch A -> crouch B


 * Stand/crouch C -> f + A


 * Stand/crouch C -> f + B


 * Stand/crouch C -> qcf + P
   His advantage: both versions of the projectile will easily combo.


 * Stand/crouch C -> f,b,f + K [contribution from Leroy]
   Doesn't work on smaller characters (Choi, Chin, etc...)


 * Stand C -> hcb + K


 * Stand/crouch C -> dp + P


 * Corner -> stand/crouch C -> f + A -> qcb + K


 * Stand/crouch C -> f + B -> qcf + C
   But here, only the strong version of the Ryuugeki Ken connects. ;(


 * Stand/crouch C -> f + B -> hcb + K


 * Stand/crouch C -> f + B -> dp + P


 * Stand C -> qcf, hcb + P (DM only)


 * Stand C -> f + B -> qcf, hcb + P (DM only)


 * Jump D -> stand C -> qcf + A


 * Jump D -> stand C -> hcb + K


 * Jump D -> stand C -> dp + P


 * Jump D -> stand C -> qcf, hcb + P (DM only)


 * Jump D -> stand C -> f + A


 * Corner -> jump D -> stand C -> f + A -> qcb + K


 * Jump D -> stand C -> f + B


 * Jump D -> stand C -> f + B -> hcb + K


 * Jump D -> stand C -> f + B -> qcf, hcb + P


 Phew!! That was some task, trying out all those combos again. Anyway, the
 list's full -- all of '94 Robert's combos for you to use against your
 opponents.

 Before I move on to the Revision History & Credits section, I'm reminding
 you that this acts as a companion for my original Robert FAQ which can also
 be found at GameFAQs. In here, you will find Robert's bio, profile, normal
 moves descriptions. I didn't copy all those because they would just make
 this one unnecessarily bigger. If you need further information, you may
 just consult the other FAQ.

 If you've got any questions, comments or want to contribute something,
 just mail me but  please  put  '94  Robert  as  the  subject. Thanks for
 reading and remember, SNK can produce as many KOF titles as it wants,
 mighty '98 will still stand out as the best! Like Lantis said: "Sweet
 dreams are made of these..."


 ==================
  REVISION HISTORY
 ==================

 Version 1.00 on December 26, 2001
 ---------------------------------
 * Sent to GameFAQs! Now, on to Benimaru!

 Final version on Junuary 21, 2002
 ---------------------------------
 * Last revision.

 Final version on March 11, 2002
 -------------------------------
 * Edited some stuff because I felt it was needed.

 Final version on April 29, 2002
 -------------------------------
 * E-mail change.

 Final version on June 19, 2002
 ------------------------------
 * Correction on the Gen'ei Kyaku added, courtesy of Leroy.


 =========
  CREDITS
 =========

 Firstly, and as usual, thanks to SNK for going berserk and for creating
 this gem of a game.

 Special thanks to Jeff "CJayC" Veasey for posting this FAQ as well as all
 my others on his kick-ass website.

 Very special thanks to Leroy for correcting me on the Gen'ei Kyaku and for
 the combo involving the same move.

 And, of course, thanks to all those people who have made all my KOF FAQs
 possible with their own guides and help: Kao Megura, Kailu Lantis, hebretto,
 The King of Chickens Forever, Cool, PeLLet_RSD.

 - EOF -

 © 2001-2002, Orochi K. All rights reserved.