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Dead or alive, you're coming with me: The Ultimate RoboCop Guide


Ambiguous world creator
Sorry for my slow reply, been dealing with some shit. But anyway, I was finally able to take this into the lab, because something seemed off about that s1 tick throw. If you set RoboCop as the AI and record him doing it, you can break it by just letting go of block after the standing 1 is blocked. The CG will whiff against standing or crouching. Do the same with the mid tick throws of other characters and you can see theirs actually do tick off of s1; you can't poke out or just release block.
It's all good; there's nothing in or about this game that takes priority over dealing with real life shit.

This is a "toh-may-to", "toh-mah-to" situation, not really worth a debate, but FWIW... I see a tick throw as any CG that will connect off a block string. Whether it's high vs. mid, how you beat the tick throw... those vary but don't change the definition.

This isn't unique to Robocop. Nightwolf has a CG (a high, but like I said, I don't see that it matters) that ticks off s1, s11, s2, and f2121. For s1, s11, and s2, you can avoid being thrown just by letting go of block. For f2121, you have to duck; if you just let go of block, you'll still be thrown.

Like Robo's s1, it's just based on the frame data. NW's CG starts in 12 frames. His s1, s11, and s2 have 11 frames of block cancel advantage. The 1-frame gap is what allows the CG to tick but it's too small to permit his opponent to take any defensive action; so to make it balanced, the game allows you to avoid the throw just by releasing block. On the other hand, f2121 has 9 frames of block cancel advantage--a 3-frame gap--so the game forces you to take a little more action (ducking) to avoid the throw.

I've never heard anyone claim that NW's s1, s11, and s2 aren't "true" tick throws just because you don't have to duck to avoid them. I don't get what it buys you to use a stricter definition. But we're splitting semantic hairs here... really not a big deal if we call Robo's s1 a "tick throw" or not--it is what it is.

I think in most cases, if your opponent is going to block the s1, then they're going to continue to hold block and it will function like a tick-throw. However, it's still much easier to beat than other tick throws, since an opponent trying to mash out will beat it every time (triggering punishment KB's in the process). In other words, if they read you going for s1~CG, they can blow you up with the biggest kombo they've got. It may even be fuzzyable, since the 2nd hit of 121 and the CG come out at different times.
Ok yes, it's slightly easier execution-wise to punish a tick throw attempt when you only need to release block, versus release block + crouch or release block + jump/hop. But in all three cases, you still need to commit to the read; guess wrong and you're eating a combo yourself. There's only a 2 frame difference between s12 and s1~CG; I'm pretty sure the game won't let you re-block in time to fuzzy that (I'm not in the game right now to test though; if I'm wrong, I'm wrong!).

I get what you're saying, but the truth is that only the greenest of noobs would try to mash out of a block string that has no interruptible gap (and if you're facing someone like that, you don't need to resort to tick throws to destroy them). Against a normal player, what you're saying isn't real. Like with every tick throw setup, a smart opponent is only going to come off block on a hard read and a gamble that the payoff is worth the risk.

If you block the 1 but take the 21~Flamethrower, that's 17% damage if RoboCop spends meter. If you've got a KB kombo or 2-bar kombo ready to go, you really don't need to fear getting punished for trying to blow up s1~CG. Hell, most characters just need one bar to get twice that damage, so the risk/reward is always in your opponent's favor.
I agree that Robo's low damage is a big weakness of his. He can't threaten you with a launch if you guess wrong. That doesn't mean smart players never have to respect the tick throw. Finish the string and he can keep you in a vortex and make you guess again, or send you full-screen to deal with his zoning.

Like with anything, become predictable and you'll die for it. But use it sparingly and mix things up, and it becomes a good option for him.


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Got the guide updated with a good bit of additional info. The tiny adjustments from this most recent patch really turned RoboCop into a pretty scary character. He's still got some risk/reward issues, but overall it is now way easier to open up your opponent and keep them guessing. If he corners you, that's probably game.