The startup and safety are good but the hitbox is nothing special. If anything, I always d2 too early, so a slower d2 actually works better for me.His d2 is 8 frames. U sure its mediocre?
After some testing, I think it's better to end with f32~db1, anyway. It's safe against breakaway and gets fantastic Oki, with only minimal damage loss.Another thing to note for V2.
Any launcher combo that ends in bf2 can be full combo punished if break away the hit before the rocket,
if doing it off f32 opponent can also break away cause the missle not to come out you to get f322 and also be full comboed on whiff
With RoboCops limited combo ability sure the more this gets known, more people will fuck it up
What are your options after db1?After some testing, I think it's better to end with f32~db1, anyway. It's safe against breakaway and gets fantastic Oki, with only minimal damage loss.
Does he have any more tick throws other than pokes?I'm about to update the guide to better accommodate the kustom system. However, in the meantime, I've been messing with the shell of Low Auto 9 and the Command Grab and I gotta say, it's proving surprisingly effective. The 3rd ability can vary by matchup. I've had success with Wrist Rocket but I think (Air) OCP Charge might be the superior anti-air pick. Flamethrower is always a nice choice, as well. In this build, I try not to take anything that will replace my default bombs because they help so much with his zoning frame traps. The spike trap and gas are nice, but I think his default bombs are integral to realizing his overall gameplan.
While RoboCop's stagger game isn't the greatest on its own, the inclusion of the mid-hitting command grab seriously increases his threat level. He can buffer it as a punish, making otherwise safe attacks dangerous to throw out, as long as they leave you within range of the grab. It kind of feels like playing Raijin lol. The only way to avoid it is to jump (though some characters might be able to backdash or walk backward). Anytime you are next to RoboCop and negative, you've got to worry about that grab.
The CG also gives you a solid, reliable kombo ender. When ending kombos in the corner with CG, you can backdash and it will avoid Shao Kahn's u2, but not his u3 (though you can still block after the backdash). That's the most extreme wakeup I've tested, but anything with less range should utterly whiff. After the backdash, you're within f4 range, so you can punish wakeup attempts pretty heavily, and you can still react to jumps.
At first, I hated the fdb input, since it made it difficult to tick-throw off of d1. However, it also makes it much easier to dash-cancel the CG by just tapping ffdb2. This helps utilize RoboCop's amazing dash. By dashing into safe strings and the CG, you can really make it difficult for them to know what to expect after ever dash. So now I really like the input. It's not difficult to tick off of d3, though you're more likely to accidentally hit with d3 than with d1.
The corner carry on the CG is pretty insane. It only takes 2 instances of f42-dash-f32~fdb2(amp) to carry someone completely from one side of the stage to the other. And since he can choose the direction, you can end almost any kombo with your opponent in or near the corner. Defensively, this also provides RoboCop with an excellent means of escaping the corner; something he seriously lacked in non-CG variations.
He doesn't need any. The s1 tick is also excellent because 121 will catch the jumpers because apparently being caught by a command grab is the most terrifying thing in the world. If you're running the command grab, you will run into this sequence: f32flames >> f32 flames >> f32 flamesDoes he have any more tick throws other than pokes?
Nope.Does he have any more tick throws other than pokes?
s1 doesn't tick.The s1 tick is also excellent
The new CG input is such a vast improvement over the awful dbf, I can't even praise the NRS gods enough for it. Hallelujah! Such a shame they stuck Rambo with the old input.At first, I hated the fdb input, since it made it difficult to tick-throw off of d1. However, it also makes it much easier to dash-cancel the CG by just tapping ffdb2. This helps utilize RoboCop's amazing dash. By dashing into safe strings and the CG, you can really make it difficult for them to know what to expect after ever dash. So now I really like the input. It's not difficult to tick off of d3, though you're more likely to accidentally hit with d3 than with d1.
Yes, it does. s1 has +10 cancel adv on block, 1 frame less than the CG startup, so yes, it ticks.s1 doesn't tick.
Oh, in MK11 I consider a "tick throw" to be when you can cancel into the throw from a blocked normal or string. S1 into grab doesn't have that effect; if you cancel into fdb2 after standing 1, it will whiff whether the s1 hits or is blocked. Like, I'm in practice mode right now; it 100% does not tick from s1. You have to s1, and then as a totally separate move, do the command grab.Yes, it does. s1 has +10 cancel adv on block, 1 frame less than the CG startup, so yes, it ticks.
No, pretty sure we're talking about the same thing. I'm definitely talking about canceling into the command grab, not about inputting it only after s1 has recovered.Oh, in MK11 I consider a "tick throw" to be when you can cancel into the throw from a blocked normal or string. S1 into grab doesn't have that effect; if you cancel into fdb2 after standing 1, it will whiff whether the s1 hits or is blocked. Like, I'm in practice mode right now; it 100% does not tick from s1. You have to s1, and then as a totally separate move, do the command grab.
I follow you, but no, that's not what I mean. I was talking about cancel adv, which is how many frames of advantage you're at when you cancel one move into another. It determines the size of the gap between moves. Like if the startup of the second move is at least 6 frames longer than the block cancel adv of the first move, that's what creates a flawless blockable gap (or outright interruptible, if it's big enough).If you're talking about just using hit advantage to slip in your throws, I don't consider that an MK tick throw. That's just throwing when you're at advantage, same as using any other move at advantage. Since the CG comes out in 11 frames, you just need to be around +5 to have it beat any option in the game that isn't a jump (or normal that gives throw-immune status).
It's just personal preference. Perfectly good move to use flamethrower to trade some of your plus frames for extra damage, but I don't typically use flamethrower. Also fine to cash out on damage and reset to full-screen distance if that's what you want.For the 121 setup, if 121 hits, why would you not just confirm into something? The entire sequence of 121 and CG deals about 20% damage. Ending 121 with amp Flamethrower is 18% into your vortex. Ending with amp Cobra Cannon deals 21% and sends them full-screen without having to risk the throw reset.
TLDR: I mostly agree that it has merit and will work against a lot of opponents, but it is not a real tick throw and you can get blown up hard if you rely on it too much.No, pretty sure we're talking about the same thing. I'm definitely talking about canceling into the command grab, not about inputting it only after s1 has recovered.
I'm not in the game right now, but I tried it again last night just to be sure nothing had changed. In practice mode, set the opponent to stand and stance hold. Cancel s1 into CG and it will connect. The opponent has to be holding block for it to tick; if it's set to "block all", the opponent will drop block immediately after s1 and the CG will whiff.
I follow you, but no, that's not what I mean. I was talking about cancel adv, which is how many frames of advantage you're at when you cancel one move into another. It determines the size of the gap between moves. Like if the startup of the second move is at least 6 frames longer than the block cancel adv of the first move, that's what creates a flawless blockable gap (or outright interruptible, if it's big enough).
Anyway, because the game won't allow you to throw an opponent who's in a stun state, you can only tick throw off buttons that have lower block cancel adv than the CG startup; the gap lets them come out of stun and have an opportunity to take an action that would avoid the throw (ducking, jumping, or in some cases just coming off block). Because Robo's s1 has a block cancel adv of 10 frames, it will tick into a CG that starts in 11 frames. The only other buttons he has with a block cancel adv <11 are d1 and d3.
It's just personal preference. Perfectly good move to use flamethrower to trade some of your plus frames for extra damage, but I don't typically use flamethrower. Also fine to cash out on damage and reset to full-screen distance if that's what you want.
I just find +24 off s121 to be valuable for pressure and positioning in its own right . You can basically do any mix you want with it. Some ideas...
- b3 (low + more plus frames) vs. hop attack (OH + long knockdown) vs. empty short hop into throw vs. short hop~instant air charge
- s2 vs. s22. Lots of adv with no pushback on hit, or great staggers on block. Even better if it's someone who can flawless block, because if you bait a FLB attack on s22~riot shield, you get the KB.
- s1~CG (lots of corner carry plus choice to side switch if you spend meter) vs. s121 (beats people trying to beat the CG, and s121 becomes its own vortex)
- s4~cheval trap. You can get out a safe spike strip on hit or block. You can also risk it and go for gas grenade; safe if s4 hits, or punishable on block but they have to be ready for it. If you do get out the gas, the freak out commences.