DarksydeDash
You know me as RisingShieldBro online.
Hey Everyone, I've been playing Robocop just to keep myself invested in the game and turns out he's a lot of fun! That being said, while playing him, I've come to understand his weaknesses (there's unfortunately a lot) and think some of these changes might really help him out.
Bug Fixes:
- Opponent's stunned by the Tear Gas no longer randomly fall out of stun state.
General Improvements (Universal):
OCP's Finest:
Seeing how this is easily his best variation and has fairly strong zoning, no specific changes are needed here due to the general improvements.
On Patrol:
Bug Fixes:
- Opponent's stunned by the Tear Gas no longer randomly fall out of stun state.
- Jade's glow no longer makes her immune to the Tear Gas
- Electric Shield now does damage to the opponent when a Fatal Blow is blocked.
- Erron Black can no longer shoot Spikes with Scud Shot (This is incredibly weird since it's not a projectile)
General Improvements (Universal):
- Reduced damage scaling overall
[*]F42 is now 13 frames (down from 18) and hits Mid, Mid.
[*]Cobra Canon 2nd and 3rd hit damage increased if the 1st hit whiffs. (Currently does 5% for two hits and a bar). - F322 is now special cancelable
- F3 hitbox increased below Robocop's knee to prevent whiffing on crouching opponents
- B4 is now -10 (down from -14) and can be special cancelled before the opponent is knocked down.
- B4 damage increased
- All hits of B4 now connect when hitting the opponent.
- B2 now hits mid
- D4 startup reduced to 11 frames (down from 14)
- D3 is now -7 on block (down from -10)
- B3 startup reduced to 13 frames (down from 17)
- B1 hitbox increased below the Data Spike to prevent whiffing on crouching opponents.
- J2 hitbox increased (currently can not hit a crouching opponent)
- Grenades no longer disappear on trades
- Anti Air Gunshot, now has an additional input (db1f) to change projectile angle.
OCP's Finest:
- Damage of Active and Reactive Patrol (bf1) increased
- Meter spent from cancelling Active and Reactive patrol now recovers quicker.
- Active and Reactive Patrol now hits mid.
- Shock Grenades hit box increased (You can currently short hop over it)
- Shock Grenade Stun State now triggers if the opponent was grabbed before the explosion.
- Shock Grenades no longer disappear on trade
- Data Spike cmd grab now consistently tick throws on crouching opponents when special cancelled from d1
Seeing how this is easily his best variation and has fairly strong zoning, no specific changes are needed here due to the general improvements.
On Patrol:
- Recovery of Spikes reduced
- Spike DOT increased 2% per second to 3% per second.
- Auto-9 Amplify now hits hit mid mid.
- Tear Gas trajectory adjusted in the corner to prevent going off screen
- Db4 while spikes is out will now destroy the current spikes and all Robocop to replace them.
- Meter Spent on Electric Shield now recovers quicker.
- Tear Gas Grenade now bounces off the opponent when blocked and does DOT on hit, instead of disappearing.
- Air Riot Shield Charge KB requirement changed to "Hits at Max Distance or Breaks Armor" instead of "Hits as a kounter or punish from Max Distance or Breaks armor."