I haven't read the guide thoroughly yet, but definitely will. But I didn't want to wait to say thank you for writing it. There's such a malaise over the NRS community these days; virtually no one (outside of a few truly dedicated, god-like content creators) is creating and sharing this kind of thoughtful, detailed analysis anymore. And to do this for a character most everyone is convinced is shite is a noble act indeed.
Just a couple high-level comments for now. One, I notice the guide is mostly focused on a neutral-control heavy, bleed-them-out approach to playing Robocop. That's definitely one way to play him, and with the sad state his other tools are in, maybe right now it's the only viable way. I do think it makes him playable, not top tier, but definitely not trash. It also feels one-dimensional (for me anyway) and I hope NRS doesn't leave him like this.
Because he also has a bunch of tools that get little use right now, but if they were buffed just a bit, could turn him into a real stagger pressure monster (active and reactive patrol, terminal strip [command grab], electric shield) and a setup master (cheval trap, upgraded grenades). I've seen many complaints about Robo's low damage, but if his setups actually worked, the damage would be there. Using his tear gas grenade, he has a corner combo that gets
43% damage off one bar,
without KBs or FB. Never landed it on a human, though I have on an AI opponent, so it's not really viable atm but could be with a little help from the devs.
Two, just a random comment about his defense. Yeah his u2/u3 hitboxes are awful. Truly frustrating AF. Definitely something adding to his downfall under close pressure. But to say he has
no defense isn't true. His riot shield might be the best overall parry in the game. With the latest patch, he blocks every fireball-type projectile there is, so only a few characters can now zone him at all. And he parries non-low melee hits with the same move, for chunky damage and a KB--who else has that? Baiting people into attacking his shield is definitely supposed to be part of his game plan, both in footsies and under pressure (blocked poke~riot shield, or reversal shield when the oppo is slightly negative and trying to steal their turn, catches a lot of aggressive players).
Also on defense, he's got one of the best anti-air tools in the game, just as good as Rain's (just not as much damage). Very fast, covers a ton of horizontal and vertical space, gets you a juggle if you spend the bar, and extends combos in the corner. It's a great move.
I really do hope they beef up his u2/u3 hitboxes, but with his other strong defensive tools, I do wonder if they were making him weaker there by design.
Anyway, thanks again for writing the guide--will read soon and try to make some substantive comments!