jokey77
Character Loyalist
Not too much.How viable do you think B2 is on that +9 advantage?
B2 is a slow high, so it can be ducked.
Not too much.How viable do you think B2 is on that +9 advantage?
Sadly debunked this in a match earlier today where the opponent’s d2 beats my 121 after +9 advantage.121-bf1 is hitconfirmable and can be looped into itself.
The d2 won't beat it, because the opponent can be hit high during hitstun.
Standing 1 has 8 frames of startup so jailing into it from +9 is a 1-frame link. I wouldn't recommend going for that, especially online. The d2 starts from a crouching position and punishes highs, so it doesn't have to come out before your standing 1, just during it, so if you go for the standing 1 and are even a frame late and the opponent does d2, they'll beat you out. You can reliably jail into standing 1 from d1, d3, b3, f2, and flamethrower in the corner. You might be able to from f3 or f32 but I can't remember their on-hit advantage off the top of my head.Sadly debunked this in a match earlier today where the opponent’s d2 beats my 121 after +9 advantage.
Maybe I didn’t do it right, but I’m sure I did the 121 as early as I can. Even if it was off a couple of frames, it should have came out earlier than the 9-10 frames d2 right?
Guess I’ll stick with the mids.
I haven't been playing much lately, but no, I haven't given up on him. I hate that he's so utterly one-dimensional and reliant on bf1, though. I have no idea what they can do to help his other variations that won't inadvertently push v2 over the top due to this design. v1 needs damage, and I don't think there's a way to buff his specials to give him what he needs, but any changes to normals and strings would apply to v2. v3 just needs bomb setups that actually work, along with a slight damage boost to make the setups even worth using. Overall, I just hate that I can play for hours without doing a single real kombo with him. I don't think that's a fun design for me or my opponent, just pew pew pew nonstop.I think I see a daily status update that calls Robocop "trash". LOL.
Why do people think so?
@RoboCop , have you given up on the character?
I am pretty sure that it is a 2-frames-link. Thus 223 should be the 1-frame-link.Standing 1 has 8 frames of startup so jailing into it from +9 is a 1-frame link. I wouldn't recommend going for that, especially online. The d2 starts from a crouching position and punishes highs, so it doesn't have to come out before your standing 1, just during it, so if you go for the standing 1 and are even a frame late and the opponent does d2, they'll beat you out. You can reliably jail into standing 1 from d1, d3, b3, f2, and flamethrower in the corner. You might be able to from f3 or f32 but I can't remember their on-hit advantage off the top of my head.
I have been struggling in many match ups, even with V2. I guess I owe @RoboCop an apology. LOL. I have been thinking long and I cannot precisely determine what I am doing wrong. I mean, if I have any talent in fighting games, I tend to be good at shooting projectiles. LOL.Outside of V2 I think he is trash.
Have you tried V1? I’ve been playing it exclusively and have had a mildly successful with it. Robo’s command grab is pretty OD.I have been struggling in many match ups, even with V2. I guess I owe @RoboCop an apology. LOL. I have been thinking long and I cannot precisely determine what I am doing wrong. I mean, if I have any talent in fighting games, I tend to be good at shooting projectiles. LOL.
Every time my opponents start reacting to forward dashes, I cannot win, but Robocop's normal attacks are stubby so you have to commit to forward dashing. There is a certain range in footsies, roughly the beginning of a fight, where only d+4 hits, but the start up is very slow for a low poke at 15 frames. You also cannot reliably enforce a mix up on hit because of the push back. Low auto is an option, but if your opponent jumps, you get punished. Just like low auto, d+4 is susceptible to jumping attacks, and anti-airing with d+2 or jabs has sometimes been inconsistent. Other zoning characters like Cetrion, Johnny Cage, and Kitana control this range much more effectively because they have superior normal attacks.
Speaking of jumping, rocket keeps whiffing on some characters when used preemptively as a long-range anti-aerial attack, which is particularly annoying when you thought you made the right read. The projectile travels too fast and the hitbox is tiny. The recovery on neutral crouch is also very long to the extent that you can get punished by advancing special moves like Johnny Cage's shadow kick and Sub Zero's slide.
As Robocop mentioned a couple of weeks ago, he also struggles defensively, He has as a big hitbox, no range on u+2, and an u+3 that can be low-profiled on wake up by certain low pokes.
I believe he has inferior jumping attacks too, at least in comparison to Kitana, Kung Lao, Sindel, etc., but I am done complaining. If you pick Geras and pretend low sand trap is your low auto, you do almost everything better. LOL.
Any suggestions or feedback are welcome.
Unfortunately, I think you are correct. He does have some favourable matchups, though, but not many.So does Robo have anything--even in a custom variation--to make him a little less repetitive to use? Any combo options, cool setups a la Joker's, or just... anything that's not string into stagger or zoning? I love the character and the vibe they've created him with, but playing him is just so... DULL. I feel like I have no options for expressing myself through playing him. It's just... string into special, then bang bang bang.
Sand trap will hit glowing Jade, whereas low auto won't. One more thing against poor robo.If you pick Geras and pretend low sand trap is your low auto, you do almost everything better. LOL.
Imagine if Robo's shield reflected projectiles.Sand trap will hit glowing Jade, whereas low auto won't. One more thing against poor robo.
I hate how he has a shield parry to play the oki game as well as throw KB's on both sides, yet his throws don't give oki. Seems a poor design choice.
Speaking of reflect, NIGHTWOLF shaman is a really hard matchup even at full screen.Imagine if Robo's shield reflected projectiles.
In ranked mode it'd be nice if instead of how variations are, he just had more access to his moves.