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I'm in the lab right now comparing tools, and I think Cassie might just be a better RoboCop.
Zoning: They both have fast mid-hitting projectiles (hers is actually 3 frames faster...) but hers can lead to 20%+ 1-bar into an advantage restand anywhere on screen. His gets 12% 1-bar. Her high projectile does 2% less damage but leaves the opponent standing, allowing for Flamethrower-esque restand pressure. Her amplified bf1 does 3% more damage than RoboCop's amplified bf2. However, her bf1 can be charged for more damage or canceled for mind games. So, already, she's got essentially the best parts of RoboCop's v1, v2, and v3 zoning (mid projectile, high multi-hitting projectile, projectile cancels, restands, used in blockstring pressure). In addition, she's got an Air projectile that can be amplified for another mid-hitting projectile. She's also got Flippin Out, but honestly I count that as a weakness...
Neutral: Take them into the lab and compare their forward and backward dashes. They're almost identical, though RoboCop's feels a bit faster. She's also got a safe, staggerable 9-frame mid, a 10-frame far-reaching high with a KB, and all her other tools (I'm not going to write a full-on outline of everything that makes Cassie good). She also has RoboCop's b4 as her b3, but it's a confirmable string into 25%+. Even just b13-d2 deals 21% meterless; more than RoboCop can get with meter from his high starters. On Oki, you have to respect her 9-frame mid into her max kombo damage, giving her easy access to throws.
Damage: Not much to say here, she can get 25%+ into a restand anywhere on screen from her fast, staggerable low and mid starters. RoboCop has to commit to a 16-frame short-ranged high or a 17-frame mid-into-high to get anywhere close to 20% midscreen, and he can't restand once he's launched.
Wakeups: This is the only area where her terrible wakeups are on par with his, though her u2 is still much better than his. At least when her u2 flawless block whiffs, she backflips to safety.
Fatal Blow: This is where RoboCop finally gets the edge on her, as his FB is vastly superior.
I'd also say he has better KBs overall, but that doesn't really offset that massive damage differential between them. The point of this post is mainly to refute the argument that RoboCop's zoning warrants his low damage and terrible normals. It doesn't. Her zoning is arguably better, at least on par, and yet she still has solid entry points to solid damage through her lows and fast staggerable mids. The disparity between her tools and RoboCop's is staggering, considering how similar they are tool-wise.
I could do a similar post using Sonya, due to her strong zoning combined with her high damage and mixups. The only reason I chose Cassie is because her tools so closely resemble RoboCop's. Sonya has excellent zoning but it's an entirely different breed, and thus not fully comperable.
Zoning: They both have fast mid-hitting projectiles (hers is actually 3 frames faster...) but hers can lead to 20%+ 1-bar into an advantage restand anywhere on screen. His gets 12% 1-bar. Her high projectile does 2% less damage but leaves the opponent standing, allowing for Flamethrower-esque restand pressure. Her amplified bf1 does 3% more damage than RoboCop's amplified bf2. However, her bf1 can be charged for more damage or canceled for mind games. So, already, she's got essentially the best parts of RoboCop's v1, v2, and v3 zoning (mid projectile, high multi-hitting projectile, projectile cancels, restands, used in blockstring pressure). In addition, she's got an Air projectile that can be amplified for another mid-hitting projectile. She's also got Flippin Out, but honestly I count that as a weakness...
Neutral: Take them into the lab and compare their forward and backward dashes. They're almost identical, though RoboCop's feels a bit faster. She's also got a safe, staggerable 9-frame mid, a 10-frame far-reaching high with a KB, and all her other tools (I'm not going to write a full-on outline of everything that makes Cassie good). She also has RoboCop's b4 as her b3, but it's a confirmable string into 25%+. Even just b13-d2 deals 21% meterless; more than RoboCop can get with meter from his high starters. On Oki, you have to respect her 9-frame mid into her max kombo damage, giving her easy access to throws.
Damage: Not much to say here, she can get 25%+ into a restand anywhere on screen from her fast, staggerable low and mid starters. RoboCop has to commit to a 16-frame short-ranged high or a 17-frame mid-into-high to get anywhere close to 20% midscreen, and he can't restand once he's launched.
Wakeups: This is the only area where her terrible wakeups are on par with his, though her u2 is still much better than his. At least when her u2 flawless block whiffs, she backflips to safety.
Fatal Blow: This is where RoboCop finally gets the edge on her, as his FB is vastly superior.
I'd also say he has better KBs overall, but that doesn't really offset that massive damage differential between them. The point of this post is mainly to refute the argument that RoboCop's zoning warrants his low damage and terrible normals. It doesn't. Her zoning is arguably better, at least on par, and yet she still has solid entry points to solid damage through her lows and fast staggerable mids. The disparity between her tools and RoboCop's is staggering, considering how similar they are tool-wise.
I could do a similar post using Sonya, due to her strong zoning combined with her high damage and mixups. The only reason I chose Cassie is because her tools so closely resemble RoboCop's. Sonya has excellent zoning but it's an entirely different breed, and thus not fully comperable.
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