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Robocop Patch suggestions

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.
  • 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
Prime Directive:
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."
The goal here isn't to make Robocop OP but to put him, and all of variations, up to line with the rest of the cast. In Robocop's current state, there are some questionable things in the game, especially in terms of frame data, so the suggestions I've proposed can maybe help fix that.
 

Obly

Ambiguous world creator
Thanks @DarksydeDash. I've been playing some Robocop too; not at a high level, but enough to know that he's a lot better than people think… aaaand that he needs a lot of help to be truly competitive. I'd be happy with almost everything on your list (just one small disagreement), but I do think some changes are more important than others.

People think Robocop is a hardcore zoner, but that's not really true. He has moderately strong zoning tools, but that's meant to be paired with good movement and (in theory) interesting plus frame setups. The issue is that his setups don't work, because of some strange design decisions that make them almost impossible to get. So for me, I wouldn't prioritize changes that make his zoning stronger; I mainly want to see his setups become functional.

Just sharing a few thoughts in relation to your list--what I'd categorize as 'must haves' (needed to fix core problems) vs. 'nice to haves' (would be welcome buffs but not deal breakers). The items in red are ones I added. Items with (!!) are critical changes to fix clear flaws.

Bug Fixes:
Agreed these are all 'must haves'.

General Improvements (Universal):
Must haves
  • Reduced damage scaling overall (!!)
  • Expanded hit boxes to hit crouching opponents (s1, b1, f3, j2) (!!)
  • Expanded front hit boxes on u2 and u3 to avoid whiffing against close opponents
  • Grenades no longer disappear on trades (includes amplified versions) (!!)
  • f322 is now special cancelable
  • b3 startup reduced to 13 frames (down from 17)
  • d3 is now -7 on block (down from -10)
  • b4 is now -10 on block (down from -14)
  • b2 startup reduced to 13 frames (down from 16)
  • f4 startup reduced to 16 frames (down from 18)
  • f42 cannot be neutral ducked if f4 is blocked (must have if f42 remains a high)
  • Straight Auto-9 startup reduced to 18 (down from 22) and recovery reduced to 34 (down from 36)
Nice to haves
  • f42 is now 13 frames (down from 18) and hits Mid, Mid
  • Cobra Cannon 2nd and 3rd hit damage increased if the 1st hit whiffs
  • b4 damage increased
  • All hits of b4 now connect when hitting the opponent
  • b4 can be special cancelled before the opponent is knocked down
  • b2 now hits mid
  • d4 startup reduced to 11 frames (down from 14)
  • High Auto-9 (AA shot) now has an additional input (db1f) to change projectile angle
  • Straight Auto-9 amplify now hits Mid, Mid
OCP's Finest
Must haves
  • Shoulder Cannon amplify (shock grenades) total recovery (return to neutral, not including when the grenade detonates) reduced to 52 frames (!!)
  • Active Patrol now hits mid (!!)
  • Shock grenade hit box significantly increased, above and on both sides (!!)
  • Command grab consistently tick throws crouching opponents when special cancelled from d1 (!!)
  • Meter spent from cancelling Active and Reactive Patrol now recovers more quickly
  • Shock grenade stun state now triggers if the opponent was grabbed before the explosion
Nice to haves
  • Damage of Active and Reactive Patrol (bf1/db1) increased
  • Reactive Patrol now hits mid
Prime Directive
Agreed, this variation needs no specific improvements other than universals

On Patrol
Must haves
  • Cheval Trap amplify (tear gas)
    • Total recovery (return to neutral) reduced to 52 frames (!!)
    • Hit box increased on both sides (!!)
    • On block, bounces off the opponent and releases gas instead of disappearing
    • Trajectory adjusted in the corner to prevent going off screen
  • Electric Shield (all !!)
    • Cost reduced to 1 defensive bar (down from 1 defensive + 1 offensive)
    • Meter spent recovers more quickly
    • Shield inflicts 80% of an incoming melee attack's block damage (chip) on hit or block
    • Shield inflicts 50% of an incoming projectile or ranged attack's block damage (chip) on hit or block
Nice to haves
  • Recovery of Cheval Trap (spikes) reduced
  • Spike DoT increased 2% per second to 3% per second
  • db4 while spikes is out will now destroy the current spikes and cause Robocop to replace them (I'd prefer he be able to put two spike traps on screen at once, but this is fine)
  • OCP Charge (air Riot Shield) 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."
Disagree
The only change I disagree with is having tear gas do DoT on hit instead of disappearing. I prefer the way it works now, where it applies set damage and resets/restands with plus frames, instead of releasing gas.
 
Last edited:

DarksydeDash

You know me as RisingShieldBro online.
Thanks @DarksydeDash. I've been playing some Robocop too; not at a high level, but enough to know that he's a lot better than people think… aaaand that he needs a lot of help to be truly competitive. I'd be happy with almost everything on your list (just one small disagreement), but I do think some changes are more important than others.

People think Robocop is a hardcore zoner, but that's not really true. He has moderately strong zoning tools, but that's meant to be paired with good movement and (in theory) interesting plus frame setups. The issue is that his setups don't work, because of some strange design decisions that make them almost impossible to get. So for me, I wouldn't prioritize changes that make his zoning stronger; I mainly want to see his setups become functional.

Just sharing a few thoughts in relation to your list--what I'd categorize as 'must haves' (needed to fix core problems) vs. 'nice to haves' (would be welcome buffs but not deal breakers). The items in red are ones I added. Items with (!!) are critical changes to fix clear flaws.

Bug Fixes:
Agreed these are all 'must haves'.

General Improvements (Universal):
Must haves
  • Reduced damage scaling overall (!!)
  • Expanded hit boxes to hit crouching opponents (s1, b1, f3, j2) (!!)
  • Grenades no longer disappear on trades (includes amplified versions) (!!)
  • f322 is now special cancelable
  • b3 startup reduced to 13 frames (down from 17)
  • d3 is now -7 on block (down from -10)
  • b4 is now -10 on block (down from -14)
  • b2 startup reduced to 12 frames (down from 16)
  • f4 startup reduced to 16 frames (down from 18)
  • f42 cannot be neutral ducked if f4 is blocked (must have if f42 remains a high)
  • Straight Auto-9 startup reduced to 18 (down from 22) and recovery reduced to 34 (down from 36)
Nice to haves
  • f42 is now 13 frames (down from 18) and hits Mid, Mid
  • Cobra Cannon 2nd and 3rd hit damage increased if the 1st hit whiffs
  • b4 damage increased
  • All hits of b4 now connect when hitting the opponent
  • b4 can be special cancelled before the opponent is knocked down
  • b2 now hits mid
  • d4 startup reduced to 11 frames (down from 14)
  • High Auto-9 (AA shot) now has an additional input (db1f) to change projectile angle
  • Straight Auto-9 amplify now hits Mid, Mid
OCP's Finest
Must haves
  • Shoulder Cannon amplify (shock grenades) total recovery (return to neutral, not including when the grenade detonates) reduced to 52 frames (!!)
  • Active Patrol now hits mid (!!)
  • Shock grenade hit box significantly increased, above and on both sides (!!)
  • Command grab consistently tick throws crouching opponents when special cancelled from d1 (!!)
  • Meter spent from cancelling Active and Reactive Patrol now recovers more quickly
  • Shock grenade stun state now triggers if the opponent was grabbed before the explosion
Nice to haves
  • Damage of Active and Reactive Patrol (bf1/db1) increased
  • Reactive Patrol now hits mid
Prime Directive
Agreed, this variation needs no specific improvements other than universals

On Patrol
Must haves
  • Cheval Trap amplify (tear gas)
    • Total recovery (return to neutral) reduced to 52 frames (!!)
    • Hit box increased on both sides (!!)
    • On block, bounces off the opponent and releases gas instead of disappearing
    • Trajectory adjusted in the corner to prevent going off screen
  • Electric Shield (all !!)
    • Cost reduced to 1 defensive bar (down from 1 defensive + 1 offensive)
    • Meter spent recovers more quickly
    • Shield inflicts 80% of an incoming melee attack's block damage (chip) on hit or block
    • Shield inflicts 50% of an incoming projectile or ranged attack's block damage (chip) on hit or block
Nice to haves
  • Recovery of Cheval Trap (spikes) reduced
  • Spike DoT increased 2% per second to 3% per second
  • db4 while spikes is out will now destroy the current spikes and cause Robocop to replace them (I'd prefer he be able to put two spike traps on screen at once, but this is fine)
  • OCP Charge (air Riot Shield) 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."
Disagree
The only change I disagree with is having tear gas do DoT on hit instead of disappearing. I prefer the way it works now, where it applies set damage and resets/restands with plus frames, instead of releasing gas.
Thanks for your input! Surprised you didn't see special cancelable B4 as a must have. In my opinon, having a special cancelable sweep would really help him out since it's easily his best button and we've had special cancalable sweeps before such as Ninjutsu Scorpion in MKX.
 

Obly

Ambiguous world creator
Edited to include expanded front hit boxes on u2 and u3 as well. Can't believe I forgot that--the number of times these whiff on opponents right in front of you is insane.

Thanks for your input! Surprised you didn't see special cancelable B4 as a must have. In my opinon, having a special cancelable sweep would really help him out since it's easily his best button and we've had special cancalable sweeps before such as Ninjutsu Scorpion in MKX.
Don't get me wrong--I think that would be an amazing tool for him. I was mostly just thinking that: (1) no other character in MK11 has a special cancelable sweep (that I'm aware of anyway?), so NRS may be against doing that as a design choice; and (2) I was trying to keep 'must haves' to things he really should have had at release, so that the character actually works as intended. New buffs would be great, but I'd still be happy if they just fixed his design flaws.