ShepherdOfFire
Kombatant
Right now in the current state of the game Robocop is one of the characters that benefits the least from customs variations, the consensus being that Low Auto-9, Flamethrower and Terminal Strip is the to-go loadout with the recent patch allowing this combination in tournament play. So here are my thoughts on Robocop's abilities (or base moves that can be replaced by abilities) that I consider to be either weak or simply lacking a slight change to be balanced and how to make them all more worth picking with some explanations.
Base moves :
Cobra Cannon :
- The opponent can no longer breakaway during cobra canon amplify
I think it is a great move, it is great to convert 121 or f23 into decent damage (16% to 20%, yes it is decent damage for Robocop) and to send the opponent back to fullscreen but breakaway allows the opponent to punish this tiny bit of damage we can have into an even more damaging combo, this is so weird. Right now the lack of match up knowledge is the only thing that allows me to use it, and just praying that the opponent doesn't know that piece of knowledge is not a reliable strategy at high level. As a test I voluntarily not gave that match up detail to my training partner and after a decent amount of matches, I gave it to him and it really makes this move very dangerous and barely usable upclose afterwards.
Straight Auto-9 :
Abilities :
Flamethrower :
- The opponent can no longer breakaway during flamethrower and its amplified version
Flamethrower is not bad, it's even a great tool to have when mixed with Terminal Strip (and why would a premier zoner have this kind of setup is another debate). It is a great anti-air with its long active frames but is easily breakaway punishable (even with low and damaging starters) and makes the move barely usable as anti-air and w have to rely on lack of match up knowledge which is not a reliable strategy in mid to high level play.
Upgraded ;
- Upgraded now has the same hitting properties effect as amplified Cheval Trap
Upgraded is probably the second worst Robocop ability and applying this buff would make it much better. The default Shoulder canon amplify is already a great move, so what we can expect from this ability is to be at least as effective in a different way or simply stronger. Upgraded not only replaces default shoulder canon amplify but makes it worse. Applying this change would make Upgraded a true combo extender instead of a very very situationnal tool. Cheval Trap amplify has the property to directly hits the enemy instead of landing and deploying an area of effect, we should apply this property to Upgraded and allow many strings to be hit confirmed into Upgraded grenade, allowing for a full combo. For those who are worried about giving Robocop a combo extender, don't worry, the damage scaling will not make Robocop a high damage combo character, it will simply unlock a bit more damage for every touch, and the move can be changed to be unsafe on block like any other combo extender.
Active & Reactive Patrol :
I think all his other abilities are viable.
Let's discuss
@M2Dave @RoboCop @UltraDavid and sorry for the others Robocop players I forgot to tag
Base moves :
Cobra Cannon :
- The opponent can no longer breakaway during cobra canon amplify
I think it is a great move, it is great to convert 121 or f23 into decent damage (16% to 20%, yes it is decent damage for Robocop) and to send the opponent back to fullscreen but breakaway allows the opponent to punish this tiny bit of damage we can have into an even more damaging combo, this is so weird. Right now the lack of match up knowledge is the only thing that allows me to use it, and just praying that the opponent doesn't know that piece of knowledge is not a reliable strategy at high level. As a test I voluntarily not gave that match up detail to my training partner and after a decent amount of matches, I gave it to him and it really makes this move very dangerous and barely usable upclose afterwards.
Straight Auto-9 :
- Straight Auto-9 no longer whiffs on crouch blocking opponents
- Straight Auto-9 jails on crouching opponents if the first hit has been blocked
Abilities :
Flamethrower :
- The opponent can no longer breakaway during flamethrower and its amplified version
Flamethrower is not bad, it's even a great tool to have when mixed with Terminal Strip (and why would a premier zoner have this kind of setup is another debate). It is a great anti-air with its long active frames but is easily breakaway punishable (even with low and damaging starters) and makes the move barely usable as anti-air and w have to rely on lack of match up knowledge which is not a reliable strategy in mid to high level play.
Upgraded ;
- Upgraded now has the same hitting properties effect as amplified Cheval Trap
Upgraded is probably the second worst Robocop ability and applying this buff would make it much better. The default Shoulder canon amplify is already a great move, so what we can expect from this ability is to be at least as effective in a different way or simply stronger. Upgraded not only replaces default shoulder canon amplify but makes it worse. Applying this change would make Upgraded a true combo extender instead of a very very situationnal tool. Cheval Trap amplify has the property to directly hits the enemy instead of landing and deploying an area of effect, we should apply this property to Upgraded and allow many strings to be hit confirmed into Upgraded grenade, allowing for a full combo. For those who are worried about giving Robocop a combo extender, don't worry, the damage scaling will not make Robocop a high damage combo character, it will simply unlock a bit more damage for every touch, and the move can be changed to be unsafe on block like any other combo extender.
Active & Reactive Patrol :
- Reactive Patrol input is now db3
- The move no longer conflicts with Up Auto-9
- Active & Reactive Patrol is no longer cancellable with amplified button but with block button (or stance switch button)
- Active & Reactive Patrol can now be amplified to shoot three straight shots
I think all his other abilities are viable.
Let's discuss
@M2Dave @RoboCop @UltraDavid and sorry for the others Robocop players I forgot to tag