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

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Deleted member 5032

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The Ultimate RoboCop Guide

  1. Basic Attacks
  2. Special Moves
  3. Variation Loadouts
  4. Kombos
RoboCop Primer - Start Here
Character Background:

RoboCop is a 1987 cyberpunk action film directed by Paul Verhoeven and starring Peter Weller. Set in a crime-ridden Detroit, Michigan, in the near future, RoboCop centers on police officer Alex Murphy (Weller) who is murdered by a gang of criminals and subsequently revived by the megacorporation Omni Consumer Products as the superhuman cyborg law enforcer RoboCop.

Themes that make up the basis of RoboCop include media influence, gentrification, corruption, authoritarianism, greed, privatization, capitalism, identity, dystopia and human nature. It received positive reviews and was cited as one of the best films of 1987, spawning a franchise that included merchandise, two sequels, a television series, a remake, two animated TV series, a television mini-series, video games, and a number of comic book adaptations/crossovers.

Director Paul Verhoeven, known for his heavy use of Christian symbolism, states in the documentary Flesh and Steel: The Making of RoboCop (featured on the RoboCop DVD) that his intention was to portray RoboCop as a Christ figure. This is represented in Murphy's horrific death alluding to the crucifixion of Jesus, his return alluding to the resurrection of Jesus, and the showdown with Clarence Boddicker at the steel mill, which finds RoboCop trudging through ankle-deep water, which alludes to Jesus walking on water.



RoboCop "walking on water", alluding to his design as a Christ figure.

According to Rob Bottin, the designer of RoboCop's suit, "RoboCop looks the way he does because that's the way a man's body works! Although we went through fifty different variations, developing his character, everything came back to man-like. It's definitely a guy in the suit, which doesn't belittle it any."

The movie was originally given an X rating by the Motion Picture Association of America (MPAA) in 1987 due to its graphic violence. To appease the requirements of the ratings board, Verhoeven reduced the blood and gore in the most violent scenes in the movie, including ED-209's shooting of Kinney in the boardroom, Bobby being shot in the leg, the Boddicker gang's execution of Murphy with shotguns, and the final battle with Boddicker. Verhoeven also added humorous commercials throughout the news broadcasts to lighten the mood and distract from the violent aspects of the movie (most of the commercials satirize various aspects of the American consumer culture, such as the commercial for the 6000 SUX sedan). After 11 original X ratings, the film was eventually given an R rating for graphic violence, strong language, and brief nudity.



a malfunctioning ED-209 unloading on poor Mr. Kinney

Rotten Tomatoes retrospectively gave it a rating of 89% based on 65 reviews and an average rating of 7.82/10. The site's consensus is: "While over-the-top and gory, RoboCop is also a surprisingly smart sci-fi flick that uses ultraviolence to disguise its satire of American culture".


 
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Basic Attacks


Pokes

d1: a decent 7-frame d1 with 14 hit advantage and only -5 on block. Easily followed with standing 1, standing 4, and f3, f2, and even f4. Ticks into Terminal Strip.
d3: decent range, safety, and hit advantage. Ticks into Terminal Strip from point-blank. It has more range than d1, but less than d4. However, it lowers RoboCop's hitbox substantially, allowing him to completely avoid many attacks, like Jade's wakeup options and many aerial, mid, and high attacks.

d4: A little slow at 15-frames but with insane range, a disjointed hitbox, good hit advantage, and decently safe at -9. Canceling d4 into Low-Auto-9 or Flamethrower is a very effective strategy against many characters, and is surprisingly safe from around d3 range and further.

Normals and Strings (best options highlighted)

1: 8 frame startup and -5 on block isn't the best standing 1, but it can still be used for staggers. Can tick into Terminal Strip.
12: also -5 on block, making it a decent stagger string, but leaves opponent pretty far away on hit.

121: Probably your most important string. -5 on block. All 3 hits are cancelable, making it an excellent stagger string. It's massively hit-confirmable. +22 on hit, so it loops into itself. If blocked, it can tick into Terminal Strip.
123: a weird string ending in a low. Will very rarely hit a decent opponent. Has a massive gap. Literally no point to use this over 121.

b1: An unimpressive 12-frame mid. f3 seems to be better in almost every way. The only major benefit is it has almost zero blockstun, making it an excellent stagger into throw once you've trained the opponent to respect B12.
b12 (can be held backward or forward): Only -5 but has a gap. Can be mixed with Crowd Control Cannon to keep opponent guessing, since b12 looks identical to b1~db4. Does not do much damage but sends opponent full screen on hit with enough advantage for a bomb, mine, or low auto 9. Only -5 on block with pushback, so you can usually get a d3 or d4 afterwards.

2: An odd 9-frame high with slightly more range than standing 1, only -4 on block and +18 on hit. Never use this button or its extensions.
22: only -5 on block but it has a ton of block stun, making it ineffective for staggers. Has a gap.
223: Similar to 123, a wonky string ending in a low that you'll never use. Has a gap. Awful string.

b2: a high launcher. Risky to use but only -5 on block. If you read a throw, this makes an excellent punish after a neutral duck. It can also whiff punish quite well and it catches airborne opponents pretty consistently. This is your go-to punisher for unsafe moves.

f2: a 13-frame mid with decent range and stagger potential. +15 on hit allows for mixing in hop attacks, lows, and command grabs to keep your opponent guessing. Excellent synergy with your forward dash.
f21: still good stagger potential, only -5 on block, but only +7 on hit with pushback, limiting your followup potential.

f212: ends in a safe overhead. Gets a KB if it's a punish or counter. Has a gap. Your f21 staggers are more potent before you blow your KB, as the opponent doesn't really need to respect f212 once you've used the KB. With 40 hit-advantage, it allows you to safely put out an amplified mine after every hit.

d2: a very fast 8-frame d2, but the hitbox is quite mediocre. f3 is a much better anti-air in almost every possible way.

3: A mediocre normal that's +1 on block. Standing 4 is better in every way. You will only use this attack by accident.

b3: a low starter with decent range and safety. Has around the same range as d4 and slightly less than b4. Only -6 on block and +13 on hit, making it an effective poke and stagger in the corner.
b32: a safe string that's not cancelable. Has a gap, but doesn't seem to be punishable or flawless-blockable. Reaches very far across the screen, allowing you to feint with naked b3. At +30 hit-advantage, you can safely put down an amp mine against most characters.


f3: FASTEST MID at 10 frames. Somewhat staggerable but risky due to high blockstun. Makes a surprisingly good anti-air. -3 on HIT, so be careful with staggering it. If your opponent likes to poke after you stagger f3, you can usually get a flawless u2 launcher on them, as the f3 seems to leave you close enough for it to connect, even if it would normally whiff.
f32: the final special-cancelable hit of this string. Easily confirmed into Flamethrower or Low Auto-9 for decent unbreakable damage. +8 on hit, so it's a tight jail into standing 1, or easily followed by another f3 or f2. Fully safe at -6.
f322: can only cancel into the 111 followup. Since 111 is all high attacks and f322 is -11, this string is very risky to throw out, since the opponent knows they can use a low-profiling attack to punish it 100% of the time.
f322111: ends with a lot of high gunshots. Safe if they block the gunshots, but savvy opponents will crouch the shots for a full punish.


4: +6-on-block high with loads of push-back. Jails into Cobra Cannon on block to push the opponent back to full-screen, but the canon will whiff if the 4 isn't blocked. Will sometimes jail into the Arm Cannon, but is inconsistent. Makes a very solid 11-frame anti-air.

b4: amazing long-range low with a lot of active frames. Excellent as a meaty oki tool. Hits twice, but the first or 2nd shot will whiff from some ranges, lowering the damage and advantage.

f4: a long-range mid kick. Mildly staggerable, but 2nd hit is a high so savvy opponents will poke low after blocking it. +10 on hit, but due to the hit animation, it won't jail into s1, but it will jail into f3.
f42: Your only other launcher, but it's a risky high. Safe if blocked, though. Has a gap.


j1: Only has a horizontal hitbox, so terrible for jump-ins but potentially good for air-to-air trades.
j2: Swipes at a downward angle, making it excellent for jump-in starters.
j3/j4: Kicks at a downward angle but still gets consistently anti-aired. An instant jk that hits the opponent's head can be -11. And blocked hit below the shoulders is usually +3 to +8.

FATAL BLOW: RoboCop's Fatal Blow is decent, being a 19-frame mid that reaches just past his d4 range. The hitbox is the size of his massive body, allowing it to easily catch airborne opponents. You can use f32~FB to end most kombos.

Both throws seems to be identical, as far as frame data and spacing.

Hop Attack 1 is slightly safer but Hop Attack 2 has slightly more range. I find 2 to be more consistent, overall.

His Getup and Flawless Block Attacks are lackluster. U2 seems to whiff a lot when used after a flawless block. U3 leaves you +11 on hit, but pushes the opponent out of standing 1, f3, d3, and standing 4 range, so he can't jail into anything.

D1 and D3 Tick Throws
If you add Terminal Strip (the fdb2 Command Grab) to your loadout, d1 and d3 will both tick into it on block. To do it easily, just practice pressing pressing the forward-down motion and 1 to get your d1. So, forward-down-1 gets you your d1. Now, when the d1 is blocked, just press b2, which will complete the fdb motion for the command grab. You can do the same with d3, just be careful because the grab will whiff if you're not close enough to your opponent.

General Tips and Strategies:

d1 is +14 on hit, so it will jail into standing 1, f3, f2, and standing 4 with ease, and also allows you to safely throw out f4. If you have Terminal Strip, every connected d1 means the opponent has to guess between the grab or a string. Once your opponent respects your advantage, you can start adding in your hop attack mix to keep them guessing.

121 is probably your most important stagger string. 12 into backdash or d1 is effective. Standing 1 into throw is also very effective, and s1 can tick into Terminal Strip. Starting with a j2 makes the mix even more difficult to deal with, since you can do j2 throw, j2 1 throw, j2 12 throw, or any of the other 121 extensions. If they block all 3 hits, you can tick into Terminal Strip, a mid special, or end the string and d1, f3, backdash, or block.

On hit d1, d3, f2, f32, and 121 can be followed up easily with command grab. In the corner, any plus-on-hit attack that leaves them standing can be followed with the grab. This includes b3, Low-Auto-9, 12, and f21, which knock them too far away mid-screen.

You can use the long-ranged disjointed hitboxes of d4 and b4 to punish a lot of wakeup attacks. Use this to train your opponent not to wake up, opening up a lot of oki possibilities like dashing into a grab.

RoboCop has possibly the best forward and back dashes in the game. Use these to keep your opponent guessing. The forward dash can be used to add tremendous range to all of your attacks with minimal impact to their startup frames, due to its fast startup. Dash-throw is very effective, as are dash-f2, dash f4, and dash f3. Dashing into f2 is an incredible poke, since it's +15 on hit and very staggerable on block. The sequence of dash-f2-backdash-dash-throw or f2 is highly effective.

Since most of RoboCop's strings are around -5, it's worth practicing Flawless Block reversals against counter pokes to take your turn back. His U2 will whiff against every counter poke that I've tested against, but his U3 is consistent and will deal a bit of damage while leaving you +11 against a standing opponent within f3 range. To practice, just go to the AI's Recording page and select the Kustom Reversal slot and record a d1, d3, or d4. Then set the opponent's Reversal Punish to Kustom Reversal. Then you can practice getting your f23 or any other strings blocked and try to flawless block the reversal poke.

After hitting with u2, you can kombo into b2-f34~ender. The ender can include Fatal Blow, which will total around 41% damage. If the match is laggy, you can just ignore the b2 and go straight into f32 for only minimal damage loss.

b2 is going to be your highest damage punisher. Rather than d2, if you read a throw, crouch and punish with b2 for some very solid damage anywhere on screen.
 
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Deleted member 5032

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Special Moves


Cobra Assault Cannon: High projectile. Amplify to fire 3 times. 2nd and 3rd hits are mids that push the opponent fullscreen on block. This can be used at the end of strings to try to land the KB on opponents trying to mash after blocking the string. Deals 10% damage and gets a knockdown so it wins a lot of projectile trades. Unlike most ranged specials, there is no projectile. At the end of the 30 startup frames, a big full-screen horizontal hitbox appears on screen for 3 frames and then disappears. This means that distance is not a factor; it will hit on the 31st frame at point-blank or full-screen. This also means that distance has no effect on the hit or block advantage of the move; it will always be -24 on block and +6 on hit from any distance against a grounded opponent. WARNING: Using the amplified Cobra Cannon from block strings or from too close can result in getting full-kombo punished if the opponent breaks after the first shot launches them. At best, RoboCop loses his turn, at worst he eats a a full kombo. Some characters, like Kano, can even get a free KB as their punishment. I have yet to find a character who isn't able to land a full kombo punishment after breaking.

Shoulder Crowd Cannon (short, medium, far, very far): Arching mid-hitting projectile. Only explodes on contact with the ground, not the opponent, so can't be used as an anti-air. They also disappear if RoboCop takes damage, meaning they can't trade with any other attack. However, they deal a whopping 9% meterless damage. The bombs are -2 to +8 on block based on range. This is an excellent harrassment tool if your opponent is letting you get them out. Short, medium, and far can be amplified to become mid-hitting mines that explode after a short delay.

High Auto-9: A very quick anti-air shot which can be used in most kombos. The amplify fires multiple times and allows for RoboCop's highest-damage kombos, though in the corner you only want to use the non-amplified version. The trajectory is very steep, meaning a lot of aerial projectiles will cleanly beat it out, such as Kabal's Buzzsaws, Jade's glaives and even Sub-Zero's axes.

Riot Shield: A 9-frame move that blocks projectiles and parries mid and high normals. Can be held up to around 3 seconds. If just tapped, it functions almost like a cancel because it recovers so quickly, but it will still catch many counterpokes. Gets a KB if you parry a wakeup and amplify it. Excellent for avoiding the chip damage from projectiles. It won't parry low attacks but it will parry low projectiles. Excellent tool against Jade and Erron Black. It will not parry Fujin's b2.

Straight Auto-9: A pretty standard high projectile. Amplify to shoot 3 times and get a knockdown. When non-amplified is used to end a string with the opponent standing, like 121, it leaves you +8, though it's only really useful in the corner due to mid-screen pushback. One benefit to this move is that it's a decent ender after f21, since most opponents will stand-block to avoid f212. If it's blocked, it pushes the opponent past your d4 range and is only -7, so it basically resets the neutral.

Active/Reactive Patrol: Replaces Straight Auto-9 and High Auto-9. Walk forward/backward and fire a high projectile. Cancelable with amplify. All cancels are unsafe. Terrible, useless move that prevents you from using any of your other gun specials, including High Auto-9, drastically reducing your potential kombo damage. I legit don't know what NRS was thinking when they designed this insanely terrible move.

Cheval Trap (close, medium, far, and very far) (replaces Shoulder Crowd Cannon): Lays down a spike trap like Erron Black's acid puddle. Amplify to use tear gas, which stuns opponent if they stand in it for too long. If the grenade hits an airborne opponent, it results in a +4 to +5 restand. If it hits a standing opponent, it won't stun or knock down but results in decent damage and massive advantage, usually around +9 to +15. Midscreen, you can follow f32~db4.amp with a micro-dash into an unavoidable throw. When done correctly, they can't crouch or jump the throw, they can only try to tech it. The entire sequence of f32~db4.amp-throw deals roughly 29%.

Flamethrower: Unsafe mid that leaves the opponent standing if you haven't launched. Will not restand the opponent if they have been launched. Amplify for more damage and advantage. Your go-to ender for non-launching strings. You can usually jail into standing 1, f3, or f2, and they also have to respect your f4. However, watch out for flawless block punishes against your followup attack. When canceled into from f4 and d4 it has quite a bit of pushback, helping to keep you safer. When you have meter, the regular version is a little more safe to use since the opponent will want to wait to see if you amplify before going for their punish.

Terminal Strip (replaces Riot Shield): Mid-hitting command grab. Amplify and hold to walk forward. Can choose which side to leave your opponent when amplified. Due to RoboCop's lack of proper mixups, he can have a very difficult time opening up opponents without using throws. Taking this move makes opponents more likely to release block, making it easier to open them up, and removes the chances of RoboCop eating a d2 KB.

Low Auto-9 (replaces Straight Auto-9): A mid-hitting projectile fired from a crouching position, avoiding high projectiles. Gets a KB if it goes under a projectile. Very fast activation and recovery. Amplify to fire 3 times. Probably his best move. However, it only deals 6% with no knockdown, so it actually loses quite a lot of trades. It is also heavily countered by many abilities, such as Scud Shot and Sindel's Low Scream.

(Air) OCP Charge: While aitborne, immediately fly forward, damaging anyone in your path. Similar to Kitana's air booty special. Gets a KB if it punishes from max distance. Also breaks armor, allowing it to beat out Fatal Blows. Only -7 on block, but has very low priority, meaning it loses most trades. Due to pushback, you can sometimes sneak in a d1 followup to steal your turn back if your opponent isn't reacting properly.

Upgraded: Alters the default shoulder bomb's amplified mine, turning it into an electric grenade. The biggest benefit is that this special won't go away when you take damage and it keeps the opponent in a stunned state for almost as long as Sub Zero's ice ball. However, it causes massive damage-scaling, severely limiting your damage output against a stunned opponent.

Electric Shield: A self buff that causes opponent to take a tiny amount of damage when they attack RoboCop. Can be useful for closing out rounds if you have a massive life lead, but otherwise it just doesn't remain active for long enough to be very helpful.

Arm Crowd Control Cannon (replaces Cobra Assault Cannon): Very quick rocket that can be delayed with amplify. Hits high, but is very fast. Amplify for more damage or hold amplify to delay the missile. Very good anti-air. Amplified version is plus on block. It deals 9% damage, so it wins most trades. Drastically enhances your f212 string, since most opponents will stand-block or try to flawless the final hit, so if you cancel into this move the opponent will stand-block it and you'll be +8. However, it's fuzzyable if you don't delay the rocket a tiny bit.
 
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Deleted member 5032

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Possible Loadouts

Right off the bat, I just want to say that Low Auto-9 is almost a requirement. You can make other loadouts work ok in some matchups, but Low Auto-9 is such a workhorse that it's almost never worth replacing unless you just actively don't want to play a heavy zoning game.

My preferred loadout is Low Auto-9 - Arm Crowd Control Cannon - Terminal Strip. This is a pure zoning variation, but the command grab allows you to open up opponents when you need to, and to punish some things that would otherwise be safe. A common tactic in this game seems to be using d2 as soon as your slightly-minus string is blocked, which will catch most highs and throws for a KB. However, RoboCop's Terminal Strip is a mid-hitting command grab, so it will catch neutral crouchers without risking eating a d2. Just having access to the grab makes opponents much more likely to jump and press buttons, allowing you to more easily open them up and punish with b2.

I believe that the Arm Crowd Control Cannon does vastly more for RoboCop than the Cobra Assault Cannon or Flamethrower. RoboCop is fairly weak to aerial attacks, so the missiles are great for helping keep people out of the air. They also do 9% damage, allowing them to win most trades. For example, RoboCop can have trouble zoning many characters with Low Shot, such as Kitana and even Shao Kahn, due to their advantageous zoning trades. But the Arm Cannon allows him to trade favorably, forcing those opponents to have to work their way in if they want to win, which is a major advantage for RoboCop. They drastically enhance his f212 string, since you can meterburn the missile to remain +8 on block. And due to their massive hit-advantage, every time you land a rocket you can safely put down an amplified mine.

The Flamethrower is certainly a nice special, and can be quite strong when paired with the command grab. It makes your 121 string much more threatening, and can even act as a preemptive anti-air. However, since RoboCop basically has to take Low Shot, and since Flamethrower really needs Terminal Strip for maximum effectiveness, taking Flamethrower essentially locks you into Low Shot - Terminal Strip - Flamethrower. I also believe that by taking Arm Crowd Control Cannon, the damage you do from your 9% projectiles will at least equal the damage you're missing out on by not taking Flamethrower.

I see a lot of RoboCop players using Cheval Trap (the ground spikes). It's not a terrible move, but the amount of damage it does isn't enough to incentivize solid players to make mistakes. Overall, I can't find a worthwhile setup that includes this special, as I get much more utility out of Low Shot, Terminal Strip, Arm Crowd Control Cannon, and Flamethrower. And, really, that's the issue with his other custom moves as well; they're just not effective enough to replace any of those core moves. The amplified Gas Bombs allow for some decent setups, but I still don't find it to be worth giving up my normal bombs and mines for.

I also see (Air) OCP Charge used quite often. This move is a requirement in many matchups, such as Jade, Erron Black, and Cetrion. However, it has painfully low priority; it will lose every trade I've tested so far, including against normals like standing 1 and d2. It will lose to divekicks, projectiles; basically anything with an active hitbox. It is totally safe, but if blocked, it leaves you adjacent to your opponent and starts their turn; not a great position for RoboCop. Despite those drawbacks, it adds a tremendous amount of utility to RoboCop's gameplan. You can do half-screen hop-attacks and the opponent won't know if you're going to cancel into OCP Charge or land and fire a projectile, making it difficult for them to advance. It has tremendous synergy with your amplified mines, allowing you to put down a mine and then OCP Charge to immediately get in. If the mine hits, you can usually get a conversion. If it's blocked, you're left at massive advantage.

His Parry is very good, but I believe his Command Grab gives him a lot more utility and potential. Just having access to the Command Grab is enough to make players make mistakes, as they anticipate the grab. Without the grab, he has a very difficult time opening up a savvy opponent. With the grab, every d1 you land turns into a guess for the opponent between grab or string. Only jumping will avoid the grab, but jumping will get tagged for 25%+ damage if you do a string. The grab turns his 121 string into a serious threat, since every time he gets it out the opponent has to guess between 121~grab, 121-stagger-grab, 121-stagger-d1, etc, and if anything you throw out touches them, they're put back into that guessing game. It's pretty insane. However, I would still prioritize Parry over Command Grab in matchups where you can get outzoned, like Jade, since Parry allows you to take zero chip and forces the zoner to have to try to approach you.
 
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Kombos


If you have Flamethrower: You'll want to hit-confirm all of your non-launching strings into Flamethrower to leave you at massive advantage next to your standing opponent. Even if you don't amplify the Flamethrower, you're left at +15 and close enough to jail into f3, forcing your opponent to respect your followup.

Your non-launching starters are 121, f21, and f32. b3 can also work but isn't hit-confirmable. If you don't have Flamethrower, your best damage will just be confirming into Cobra or Arm Rocket. You can also confirm into your gun specials, which act similarly to Flamethrower, especially in the corner.

Regular Terminal Strip is an excellent kombo ender. At the end of kombos, the amplify is really only good if you need to switch sides or get more corner carry. It usually only adds about 2-3% additional damage.

You will want to end your launcher kombos with either Arm Rocket for damage and full-screen knockback, Terminal Strip for damage and corner-carry, or High Auto-9 (the upward gunshot) for damage and better positioning and advantage. If you want to keep your opponent close, end with High Auto-9. If you want to send them full screen end with cannon. And if you want to carry them to the corner, end with amplified Terminal Strip.

WARNING: Ending launcher strings with f32-rocket is very dangerous ifn your opponent has access to breaker. If they break, instead of f32-bf2, you'll get f322, and will be full-kombo punished when the opponent wakes up. If the opponent has access to breaker, ending launchers with d2-d2 is going to be your best option.

b2 is your highest-damage whiff punisher, and is excellent for punishing whiffed throws and unsafe specials, such as Sub-Zero's slide. You can start any of these kombos with a jump-in-punch, which is highly recommended for b2, since it's a slow high starter.

  • Midscreen Meterless (SAFE AND EASY): b2-micro_dash-d2-d2: 26% and you won't get punished if they break.
  • Midscreen Optimal (DIFFICULT): b2-dash-4~reverse.db1-f32~ender. When you dash under the opponent and hit with standing 4, it knocks the opponent slightly behind you, so you have to reverse the input on your High Auto-9, hence the "backwards.db1" input.
Because this midscreen opti is a little hard to explain, here is a short demo:
  • Midscreen 1-bar: b2-db1.amp-f32~ender
  • Corner: b2-4~db1-f32~ender
  • Meterless Terminal Strip Ender: b2-dash-d2-d1~fdb2: 26%
f42 is your only other normal launcher:
  • Midscreen: f42-dash-f32~ender (you can sneak in a b2 after the dash for a tad more damage, but it's not consistent, especially against female hitboxes, so I don't find it to be worthwhile)
  • Corner: f42-4~db1-f32~ender
For punishing, you can use either your 8-frame 121, your 10-frame f32, or your 11-frame s4. Your punishment damage is always going to be low, so it's more about positioning than raw damage.

f3 and s4 are your best non-special anti-airs. You can get around 32% damage using f3~db1.amp or 4~db1.amp to anti-air, and roughly. You can also anti-air with a naked db1 and can still usually catch the opponent with f32 to continue the kombo into your ender of choice. Amplified db1 is much easier to kombo from when not in the corner.

If you have the default shoulder bombs and OCP Charge, you can land a 34% 1-bar corner kombo. First, throw an amplified mine into the corner, then immediately OCP Charge. If the OCP Charge hits, even if they jump, they will fall into the mine as it explodes, allowing you to continue with f32 ender.
 
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Deleted member 5032

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Matchups


RoboCop is a pretty polarizing character, as are his matchups. If the opponent doesn't have a solid answer for Low Auto-9 then they're going to have a bad time. However, most characters are able to equip at least one move to help counter RoboCop's zoning.

RoboCop has significant difficulty dealing with characters who are able to effectively counter his zoning. Jade, Erron Black, and Sub-Zero are three characters who utterly nullify his zoning and who utterly outclass him up close, making these exceptionally difficult matchups. Projectile Parries, like those possessed by Nightwolf and Shang, can also cause complications, though they're easier to get around than the tools of Jade, EB, and SZ.

RoboCop can also have difficulty against characters who can easily convert into massive damage, such as Kabal, Kotal, Shao, Baraka, Noob, Spawn, Lao, Fujin, and others. It usually just takes a single kombo from one of these characters to completely undo all of the zoning progress made over the last 30 seconds of gameplay.

RoboCop's wakeup attacks are borderline unusable, allowing many characters to bully him heavily on knockdown. If the opponent can ignore RoboCop's wakeup options while continuing to pressure him, he's going to have a rough time. He is also unable to flawless-block punish many gaps because of the terrible hitboxes of his flawless block attacks.

Against opponents with strong teleports (Raiden, Scorpion, Skarlet, etc) you'll want to take Flamethrower over Arm Crowd Control Cannon, since you'll almost certainly be doing more up-close damage than ranged damage. You will also want to be sure you have Terminal Strip, otherwise you won't be able to adequately take your turn and open up your opponent when they teleport in.

Against characters that like to spend a lot of time in the air, such as Lao, Fujin, and Kabal, you'll want Arm Crowd Control Cannon rather than Flamethrower. It can also help against moves like Jacqui's Bionic Bounce and Joker's Boing, though it does require proper timing.

Jade is an interesting matchup thanks to Dodging Shadows. If you take Low Auto-9 and Arm Crowd Control Cannon, well-timed uses can catch her trying to activate Dodging Shadows. However, a savvy Jade with good timing can basically render all of your ranged attacks utterly useless. Dodging Shadows will avoid Flamethrower, as well, but since you'll rarely be throwing out Flamethrower without hit-confirming into it, this isn't as big of an issue. Overall, I'd probably stick with Low Auto-9, Terminal Stip, and Arm Crowd Control Cannon, but you'll probably find equal success swapping out the cannon for the Flamethrower.

OCP Charge is an important move to help counter Robo's bad matchups. It's never a bad idea to give up Flamethrower or Arm Rockets to take OCP Charge against Erron, Jade, Cetrion, and other characters that make it difficult for Robo to zone.
 
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That should be plenty of room for the guide. Post away!
 

Jynks

some heroes are born, some made, some wondrous
Putting match up text in those spoilers might be a pain.. I think maybe a better way would be to have a link to a post in this thread...
 

Darth-Nero

Come Thunder! Come Lightning!
Big fan of your definitive guides, will be monitoring this thread.

From 1st look i feel like variation 2 will be his most popular. I love trap/setup variations a lot but i feel like his variation 3 is underwhelming, he doesn't look like he's designed to be up in your face pressuring. Hope am wrong and he's as stupid strong up close as he is in neutral.
 

DixieFlatline78

Everyone Has A Path
Regarding the OP spoilers: I wouldn't call Robocop a cyberpunk film lol
*Setting is a crime ridden city in the future
*One corrupt corporation controls every industry in the city (Why is a company that makes military technology making Alex Murphy's kitchen?)
*Plot follows a cyborg regaining his humanity
*Pop culture is mindless bullshit driven by catchphrases and titillation
*Big vat of toxic waste sitting around
 

Zer0_h0ur

XBL tag: South of Zero
*Setting is a crime ridden city in the future
*One corrupt corporation controls every industry in the city (Why is a company that makes military technology making Alex Murphy's kitchen?)
*Plot follows a cyborg regaining his humanity
*Pop culture is mindless bullshit driven by catchphrases and titillation
*Big vat of toxic waste sitting around
Yeah I mean nobody says it wasn't dystopian scifi 80s, but none of those things are specifically cyberpunk.
The action doesn't take place at night, it's hardly ever raining in the movie, there are next-to-no flourescent lights, literally none of the aesthetic or cinematography is cyberpunk. The cyborg theme yeah I'll give you that.

Verhoeven has his own themes he re-uses in many of his movies, specifically the corrupt company, consumer-driven, proto-fascist, large moving parts behind the scenes type story telling that was largely a product of the hypocritical, consumer-driven, pro-corporate agenda sat out by Reagan in the early 80s. Those aren't exclusive to cyberpunk.
 

DixieFlatline78

Everyone Has A Path
Yeah I mean nobody says it wasn't dystopian scifi 80s, but none of those things are specifically cyberpunk.
The action doesn't take place at night, it's hardly ever raining in the movie, there are next-to-no flourescent lights, literally none of the aesthetic or cinematography is cyberpunk. The cyborg theme yeah I'll give you that.

Verhoeven has his own themes he re-uses in many of his movies, specifically the corrupt company, consumer-driven, proto-fascist, large moving parts behind the scenes type story telling that was largely a product of the hypocritical, consumer-driven, pro-corporate agenda sat out by Reagan in the early 80s. Those aren't exclusive to cyberpunk.
Cyberpunk isnt a visual style it's a set of literary themes. Look into it
 

Wrenchfarm

Lexcorp Proprietary Technologies
Yeah I mean nobody says it wasn't dystopian scifi 80s, but none of those things are specifically cyberpunk.
The action doesn't take place at night, it's hardly ever raining in the movie, there are next-to-no flourescent lights, literally none of the aesthetic or cinematography is cyberpunk. The cyborg theme yeah I'll give you that.

Verhoeven has his own themes he re-uses in many of his movies, specifically the corrupt company, consumer-driven, proto-fascist, large moving parts behind the scenes type story telling that was largely a product of the hypocritical, consumer-driven, pro-corporate agenda sat out by Reagan in the early 80s. Those aren't exclusive to cyberpunk.
I think you're putting too much emphasis on aesthetic signifiers rather than themes. I'd say Robocop fits pretty nicely into the cyberpunk genre, even if it's not neon-soaked.
 

Zer0_h0ur

XBL tag: South of Zero
Cyberpunk isnt a visual style it's a set of literary themes. Look into it
I've read Neuromancer and seen all the relevant movies multiple times, so I'm not speaking out of my ass.
Robocop doesn't even have a noir-style storytelling narrative.

Cyberpunk =/= dystopian scifi

Beyond robocop and ED209 what cyberpunk-type technology is even in the movie? Where's the net? Cyberpunk is set typically in a world where technology has partially replaced and/or consumed the common individual. Robocops set basically in a normal 80s corrupt Detroit.
We'll have to agree to disagree. Largely semantics but when I think Cyberpunk the structure is distinct from a movie like Robocop.
 

DixieFlatline78

Everyone Has A Path
I've read Neuromancer and seen all the relevant movies multiple times, so I'm not speaking out of my ass.
Robocop doesn't even have a noir-style storytelling narrative.

Cyberpunk =/= scifi

Beyond robocop and ED209 what cyberpunk-type technology is even in the movie? Where's the net? It's set basically in a normal 80s corrupt Detroit.
We'll have to agree to disagree. Largely semantics but when I think Cyberpunk the structure is distinct from a movie like Robocop.
I can respect that. I think I'm just mad triggered by memories of people saying Cyberpunk 2077 wasn't cyberpunk because it can be daytime in the game. It's similar to film noir in that way