Gaxkang
Banned
Nightwolf pretty much outclasses Robo all over the place. It's really not fair.Speaking of reflect, NIGHTWOLF shaman is a really hard matchup even at full screen.
Nightwolf pretty much outclasses Robo all over the place. It's really not fair.Speaking of reflect, NIGHTWOLF shaman is a really hard matchup even at full screen.
That's what I made last night. I think there might be some matchups where the Riot Shield is better than command grab, but overall I agree with your breakdown. Now if we just could just agree on anything else lol...Low auto, command grab, flamethrower.
Great zoning. Threatening close with command grab. 50/50 mix up after any string xx flamethrower connects.
Anything better for a custom variation?
@RoboCop
I am thinking about the air dash instead of flamethrower, with the cmd grab. Anyone fooled around with it?Low auto, command grab, flamethrower.
Great zoning. Threatening close with command grab. 50/50 mix up after any string xx flamethrower connects.
Anything better for a custom variation?
@RoboCop
I'm an outlier but v3 (On Patrol) is my favorite variation, so I've been using the air charge all along. It's a great move; gives you air-to-air dominance, gets you over some zoning, gives you a jump-in mix-up, and just all-around useful pressure. I think it has more utility overall than the flamethrower. But that said, giving up flamethrower in a loadout with low auto-9 and command grab means giving up strong reset pressure, which really limits the usefulness of the CG. So that would be a tough trade-off.I am thinking about the air dash instead of flamethrower, with the cmd grab. Anyone fooled around with it?
I wouldn't sleep on trick shot. It's not on the level of low auto-9 overall, but definitely has uses. Covers about 3/4 screen distance with super quick travel time, so it's hard to react to if you're trying to zone or just not looking for it. The far version covers a lot of vertical screen space at mid-range, so it's good for catching people trying to jump. As a side bonus, it's also got a hilarious brutality. Giving up the AA shot is a real downside, but not a deal-breaker.Also since this is a safe space, I will admit to tinkering around with trick shot mainly because I'm sick of doing d4 into the AA when I try for d4lowshot. You've all been there! Getting that 100% of the time is a big deal and it still "restands" at 0. I subbed it in for the flamethrower while still running low shot and the grab.
If nothing else, trick shot is such a weird and fun animation that I'm using it to welcome in the kustom era. It's a decent zoning tool on its own i guess but it doesn't reach max screen and obviously isn't the counterzoning/God button lowshot is. I imagine but havent spent enough time that it can slow down advances which is good because the cobra cannon is ridic and not a tool im used to yet.
They even banned his shitty Wall Shot or whatever it's called, lol.NRS is so bad lmfao
Yea they do this every game. There are always a few characters that they for whatever reason just flat out refuse to make viable. It's sooooooooooo fucking bad.They even banned his shitty Wall Shot or whatever it's called, lol.
Yep, I agree of course. I'm just trying (trying real hard, dammit) to be optimistic that his time to shine is coming. Friggin' NRS, don't let me down on this.Unfortunately, not only did RoboCop not receieve any much-needed buffs this patch, they instead decided to give him slight nerfs to his pokes. It kills me to say it, but RoboCop is straight trash in this game. He's still reliant on garbage high launchers to get 20% midscreen or 30% corner. His low-shot is a scrub killer but overall it doesn't warrant having zero utility elsewhere. His d2, u2, and u3 are among the worst in the game. He can be utterly disrespected at all points during a match because even if you fuck up and eat a full kombo, odds are you're taking less than 20% damage, so the risk/reward is almost always in your favor.
I think assault cannon is better. More damage, more chip damage, connects after 1,2,1 and f+3,2 for 20%+ damage, superior aerial hitbox, can be utilized for keep away like Deathshot's low rifle, etc.How can you play without wrist rocket tho.
Yeah id go with aerial charge over throw. I still prefer wrist rocket cause f21 is pretty good if nothing else. But the plus frames on ex and the low recovery allowing you to do some good things. Also it cant be jumped easilyI think assault cannon is better. More damage, more chip damage, connects after 1,2,1 and f+3,2 for 20%+ damage, superior aerial hitbox, can be utilized for keep away like Deathshot's low rifle, etc.
I think low auto and cheval trap are necessities. Cheval trap ignores projectile parries, disables dashing, and safely chips opponents at the end of round.
The third and final special move is a toss-up between command grab and aerial charge, which is safe on block and allows access to shield. Command grab may seem like the obvious option, but I feel the move does not complement Robocop's gameplay very well. You really want to use regular throws to build the krushing blow. On the other hand, regular throws now appear to have less priority while the command grab is an unblockable mid attack.
Who knows. Unfortunately, Robocop is arguably my best character now. LOL.
I'm actually not positive it is, and am not sure where that idea started. I was messing with kustom variations the other day and I couldn't find any indication that the combination isn't allowed.Why is Flamethrower/CG combo not allowed? Is this a Joke? Are there any other Characters that are not allowed to combine tournament legal moves?
I just came back to the Game and checking out different Characters. Was looking forward to check out Robocop next, but reading here sounds like, it would be a waste of time, if I dont want to end up with a Shao Kahn level Character