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The RoboCop Thread

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Deleted member 5032

Guest
Ok, so his stagger game is pretty good. Not the best damage, but kind of like Jade or D'Vorah where you can kind if whittle you down very quickly. I'm playing a friend's Skarlet and I'm using v2, but not zoning at all, just playing the footsie game and working my way in. I won something like 39 to 3.

His forward dash is insane; it might even be better than Spawn's. Combined with the range on his d4 and b4, he can catch his opponent's toes from surprisingly far away; they always have to be on the lookout. Like Baraka, Shao Kahn, and other characters with long-range b4's, he can outspace the opponent's wakeup and force them to respect the threat of b4. That opens them up to dash-in throw, dash-in d1, and other shenanigans.

Thanks to his parry, the opponent can only counterpoke with lows due to the threat of canceling d1 into parry. He can tap parry and it cancels almost immediately but will still catch counterpokes.

Every time he lands a d4, he gets a free dash into either f4, f2, or throw. Whenever he lands a d1, it jails into standing 1, allowing him to either throw, stagger a 1, stagger a 12, stagger a 121, or complete a 121~cancel, including 121~parry which will catch counterpokes and recovers almost instantly.

Thanks to his backdash, forward dash, and just general walk speed, it's very easy for him to outfootsie his opponent, bait an attack, and get his f212 KB or get a 212 into Flamethrower for massive advantage.

So far, the only real downside I've found is that his f4 seems to have very low priority, losing almost every trade. This is a shame, but not the end of the world.

His jumpkick seems surprisingly difficult to anti-air, allowing you to train your opponent to not even try. Then you can use his awesome j2 to link into all of his 121 nonsense.
 

Pterodactyl

Plus on block.
Any of you lucky enough I be lurking right now, there’s a single fight tower for Mr. Robert Cop for the next 50 minutes and it awards one of the matching helmets for his second default skin and the Thank you For Not Smoking brutality.
 

Dante

Mortal
Any of you lucky enough I be lurking right now, there’s a single fight tower for Mr. Robert Cop for the next 50 minutes and it awards one of the matching helmets for his second default skin and the Thank you For Not Smoking brutality.
towers dont work for me smh?
 

Pterodactyl

Plus on block.
just fought my first RC(he was V1) a little bit ago.

Idk if it was all mental frames or not but this man was pressing BUTTONS.

Maybe they should rename him StaggerCop, maybe MidCop, the way this dude was spacing his strings had me shook for a little bit before I could adjust.
 

DoctorSexual

XBL: DoctorSexual PSN: Osh-Tek
lmao. Robo is such a fun troll character vs scrubs.

Between his cannon, gun, flamethrower and air shoulder you can literally completely freeze opponents who dont know what they're doing. Like to the point where if they're not pressing neutral down they're getting blasted in the face.
 
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Eldriken

Guest
lmao. Robo is such a fun troll character vs scrubs.

Between his cannon, gun, flamethrower and air shoulder you can literally completely freeze opponents who dont know what they're doing. Like to the point where if they're not pressing neutral down they're getting blasted in the face.
It's almost like Full Auto Jacqui from MKX, but not 100%. Same concept, however: duck and walk forward.
 

Living Corpse

Champion
They need to hold an event where you win skins from the endings, cause damn! Robocop's new skin in his arcade ending is pretty good looking.
 

Dante

Mortal
couple of combos

B2, dash d2, f32 flamethrower(v2)/data spike(v1) is 26/29% meterless.
f42, dash b2, dash f32 enders
combos are very limited but at least his anti airs are pretty good.
 

M2Dave

Zoning Master
My opinion on V2 thus far.

Pros:
  • great zoning and anti-zoning
  • very good forward dash and excellent back dash
  • flamethrower reset
  • krushing blow on both throws
  • 10F mid, 12F mid, and 13F mid
  • parry has utility
Cons:
  • very low damage output
  • potential bad match ups against anti-zoning characters such as Jade and Scorpion
Has anyone used V1 or V3 extensively? How do they compare?
 

Dante

Mortal
My opinion on V2 thus far.

Pros:
  • great zoning and anti-zoning
  • very good forward dash and excellent back dash
  • flamethrower reset
  • krushing blow on both throws
  • 10F mid, 12F mid, and 13F mid
  • parry has utility
Cons:
  • very low damage output
  • potential bad match ups against anti-zoning characters such as Jade and Scorpion
Has anyone used V1 or V3 extensively? How do they compare?
how can you even use flamethrower? Its very average imo. Doesnt leave standing smh, and unsafe.
 
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Deleted member 5032

Guest
My opinion on V2 thus far.

Pros:
  • great zoning and anti-zoning
  • very good forward dash and excellent back dash
  • flamethrower reset
  • krushing blow on both throws
  • 10F mid, 12F mid, and 13F mid
  • parry has utility
Cons:
  • very low damage output
  • potential bad match ups against anti-zoning characters such as Jade and Scorpion
Has anyone used V1 or V3 extensively? How do they compare?
After my long set last night where I avoided using any zoning, I think both v1 and v3 will be decent. The low damage output is still there, but they still have the wave dash, standing resets, throw kb's, and decent mids. The only issue with v1 is the lack of parry, and the inability to amplify the gun to shoot multiple rounds. However, RoboCop already has excellent staggers, so when you mix in a mid command grab, especially with that dash, I think it becomes easy to open people up. He also gets meterless +9 restands with his normal gun.

V3 is pretty weird. NRS really went out of their way to limit the gas grenade. The spike trap does lackluster damage. The gas grenade can be used for decent damage into restands, but it costs a meter. But he at least still gets his multi-shot amped pistol and the riot shield.
 
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Deleted member 5032

Guest
how can you even use flamethrower? Its very average imo. Doesnt leave standing smh, and unsafe.
Most of RoboCop's pressure doesn't launch, so it's easy to confirm something like 121, f21, or f32 into Flamethrower for decent unbreakable damage into massive plus frames.
 

M2Dave

Zoning Master
After my long set last night where I avoided using any zoning, I think both v1 and v3 will be decent. The low damage output is still there, but they still have the wave dash, standing resets, throw kb's, and decent mids. The only issue with v1 is the lack of parry, and the inability to amplify the gun to shoot multiple rounds. However, RoboCop already has excellent staggers, so when you mix in a mid command grab, especially with that dash, I think it becomes easy to open people up. He also gets meterless +9 restands with his normal gun.
The command grab, whether regular or amplified version, provides no okizeme mid screen, right?

V1 may struggle versus strong zoning and run away characters like Cetrion, Geras, and Liu Kang. I believe that guns are slow and very punishable on whiff in this variation.
 
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Deleted member 5032

Guest
The command grab, whether regular or amplified version, provides no okizeme mid screen, right?

V1 may struggle versus strong zoning and run away characters like Cetrion, Geras, and Liu Kang. I believe that guns are slow and very punishable on whiff in this variation.
Right. He can wavedash up but doesn't get anything for free. He does get quite a bit of corner-carry with the amplified version when held, though. And I think he wins most trades with the Cobra Assault Cannon due to the 10% damage and knockdown. I still can't find a great use for his bombs or electric grenade, unfortunately.

v3 I'm finding some 25% 1-bar kombos that lead to +4 restand. (corner 1-bar) f42-4~db1-12~db4.amp: 25% into +4 restand
 

Dante

Mortal
v3 might end up being best idk. Electric thingy is pretty shit but i dig the traps
v1 without the upshot is bad, idk why it changes the standing auto 9 AND overlap the upshot ;/
shoulder bomb all seem pretty meh. Oddly enough v2 ex bomb (default move) has the easiest time being helpful simply by allowing you to move in to them with more safety and use stuff like b2/4 etc.
 
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Deleted member 5032

Guest
Only issue with v3 is I can't find any decent midscreen damage or setups. Best I can get meterless is f42-dash-b2-dash-d2 for 20%, and it's a little inconsistent. I haven't even found any midscreen kombos that are worth spending meter on.
 
D

Deleted member 5032

Guest
Ugh, I hate to say this so early on, but I think v3 might be a bill. He's got some decent corner stuff, but I think getting the opponent to the corner is going to be a nightmare. And thanks to his long-ranged disjointed d4 and b4 and his dash speed, he doesn't really even need a restand, since he can easily counter most wakeups. And even in the corner, he's gotta commit to a b2 or f42 to get anything started that's specific to this variation.

Even v2 has better unbreakable damage everywhere on screen thanks to flamethrower. v3 only gets 13% off 121~bf1, leaving him only +8 and too far midscreen for any followup. v2 gets 14% and is +15 meterless, or 18% and +17 amplified. It's no contest. So v2 has better zoning, better midscreen presence, better everything, really. The only thing v3 gets is a gas grenade that NRS refused to let actually be used for setups.
 
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jokey77

Character Loyalist
I still stick with V1.

Has anyone postet his BnBs? His combos seem pretty limited. This is what I do:

Midscreen:
b2, j2, f32-ender
f42, b2, f32-ender

Corner:
b2, j3, f32-ender (tight)
b2, 2, f32-ender
f42, b2, 2, f32-ender

Also I think that grenades are of some use in V1. They might be meant for midscreen set-ups:
f42, 121-db4b (ex)

Then JIP into a jailing mixup, like:
j2, 4, d4-db1

He has plenty of options after a J2 and I am willed to spend my meter on a (not really) guaranteed j2.