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The RoboCop Thread

So what variations are you all using? Are you using the same 1-2 variations for every matchup, or do you have a different variation for every matchup?

In general I'm running two main variations:

Vs characters who I think I can zone (generally, ground-based characters without teleports): low auto 9 + arm cannon + cheval trap

Vs characters I don't think I can zone (generally, characters with strong air approaches, great teleports, projectile counters/glow, etc): terminal strip + flamethrower + air charge

But there are other matchups where I want slightly different stuff. I like low auto 9 vs Scorpion & Noob because their teleports are highs that low auto 9 ducks under, so I still feel I can use that a lot. I'm thinking about writing up a character by character list of variations, but idk, that might be too extreme heh.
 

Pan1cMode

AUS FGC represent!
I’ve been running mostly:
  • flamethrower
  • low auto
  • terminal strip
Ive had moderate success. The strike/throw mixup after flamethrower is incredibly strong. Once you get the timing down, they have to jump to avoid the command grab. Then the mixup becomes command grab or full combo (from b2). I’ve also had moderate success with d1 tic throws. After the flame d1~throw will combo if they jump and tic if they block. If the opponent wants to poke back, they get hit by the command throw.

The counterplay is to take the d1 hit and then full combo the whiffed grab, but this opens them up again to f3 loops.

In the corner command throw is incredibly strong. They get throw looped repeatedly and are so scared to wakeup roll because of the KB.

I wish command throw didn’t override the parry though.
 

Pan1cMode

AUS FGC represent!
Unrelated, I was labbing GooGraded Jacqui and it seems that Robocop can forward dash after the first shrapnel on block. I’ll need to look into it further but it seems forward dash beats jump in, delayed goo, and immediate goo.
It can’t be that simple so I’ve gotta look into it further, but might be worth chucking it in every now and then.
 

ShepherdOfFire

Kombatant
I've been running Low auto-9, Electric Shield and Air Charge, I'm having decent results and I believe in this variation, yet I think not running the "optimal" variation of low auto/flamethrower/command grab costed me maaaaaany games.

Yet I think the command grab is not worth picking, the parry is way too strong (also I mained cheetah on Inj 2, I'm so used to dbf input I'm lost with the new input. I know I'm in the minority but I input dbf instead of fdb way too much in-game lol). I'm the kind of Robocop player that wants to have as much space between me and the opponent as possible, so I don't feel the need to have the flamethrower even if I know it's an awesome anti-air.

Why electric shield ? Well, I like being able to make the end of rounds easier to deal with, I'm a patient player and sometimes I'm way too patient against low life opponents, and sometimes if they understand I want to play the end as safe as possible they will take avantage of it, so electric shield helps me in this kind of situations. The opponent can either ignore the electric shield and "chip" himself to death or if he is aware of the effect of the buff, he'll try to stay in neutral in d4 range waiting for the buff to disappear and I can take advantage of that.

Air Charge is great to change my playstyle to full zoning to close combat and surprise the opponent when they start getting used to deal with my zoning. It is also great to escape corner and the KB isn't THAT bad at all. It is also an armor breaker, which is always good to have to combine with d2 KB.
 
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Deleted member 5032

Guest
How are you all feeling about Air OCP Charge? In theory I like it a lot, but in practice it seems to get beat out by just about everything (particularly other aerial moves, like divekicks, but also normals, like D'Vorah's j1). I imagine it will be more of a counter-pick move, but I'm not sure in what matchups it would be more useful than other moves.

I do like that it gives kind of a mid-to-3/4 screen mixup when you hop. You can either go directly into OCP Charge, land and go directly into Low Shot, or land and do whatever. It makes it very difficult for a lot of characters to approach, since it's a constant guessing game.
 
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Deleted member 5032

Guest
I figured out a trick to easily do d1~command grab. I play on Hitbox, where the d1fdb2 motion is quite difficult, but it may help people who play on pad or stick.

First, you need to think of d1~fdb2 as a single special move, not as a normal canceled into a special. So, it's a single special move that does a d1 tick throw into a command grab.

The input for this new d1~grab special move is fd1b2. In other words, it's just a standard half-circle input, you just tap 1 after you hit down in your semicircle motion.

It may take a few minutes in practice mode to get the hang of it, but once you do, I find it very consistent and much easier to do than the previous method.
 

Pan1cMode

AUS FGC represent!
I figured out a trick to easily do d1~command grab. I play on Hitbox, where the d1fdb2 motion is quite difficult, but it may help people who play on pad or stick.

First, you need to think of d1~fdb2 as a single special move, not as a normal canceled into a special. So, it's a single special move that does a d1 tick throw into a command grab.

The input for this new d1~grab special move is fd1b2. In other words, it's just a standard half-circle input, you just tap 1 after you hit down in your semicircle motion.

It may take a few minutes in practice mode to get the hang of it, but once you do, I find it very consistent and much easier to do than the previous method.
I dunno why but I haven’t really had trouble with this. I play on pad and kinda just roll my thumb over the buttons in succession. Works well for me
 
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Deleted member 5032

Guest
I dunno why but I haven’t really had trouble with this. I play on pad and kinda just roll my thumb over the buttons in succession. Works well for me
Yeah, on Hitbox you have to pay attention to when you release directional buttons as well as when you press them. So, if you just try to do d1fdb2, you have to press down with your middle finger and then very quickly release and press fdb. It sounds a lot easier than it is. DBF motions are much easier since you can do the same thing as on pad, press d1bf and get it every time.
 
How are you all feeling about Air OCP Charge? In theory I like it a lot, but in practice it seems to get beat out by just about everything (particularly other aerial moves, like divekicks, but also normals, like D'Vorah's j1). I imagine it will be more of a counter-pick move, but I'm not sure in what matchups it would be more useful than other moves.

I do like that it gives kind of a mid-to-3/4 screen mixup when you hop. You can either go directly into OCP Charge, land and go directly into Low Shot, or land and do whatever. It makes it very difficult for a lot of characters to approach, since it's a constant guessing game.
Yup I do the same midrange hop thing haha, but I don't play it with low shot, so rather hop into air charge or empty hop into low gun, I do empty hop into grenade or D4 etc. I play air charge with command grab & flamethrower with the idea that I just play it in matchups where I don't think I can zone well, and I'd rather focus on getting in. But I do like the idea of pairing midrange hop with empty hop low shot or empty hop high rocket or empty hop cheval trap amplify, that might make that range even stronger. I'll try that out, thanks.

I still don't think I've seen any RoboCop players use the same loadout! Feels like we all have different ideas. It's a fun time for exploration imo.
 

DanCock

Cock Master!!
hey everyone, sorry if this question has already been asked. electric shield ?? how does it work? what does it do?? i finally made my way around to trying to learn robo and cant figure out this move???? please help :)
 

Obly

Ambiguous world creator
hey everyone, sorry if this question has already been asked. electric shield ?? how does it work? what does it do?? i finally made my way around to trying to learn robo and cant figure out this move???? please help :)
While its active, it inflicts a small amount (chip level) damage to the opponent when they hit Robocop. The breakdown differs by attack:
  • Melee hits that are blocked inflict 0.5 percent damage each--so for instance, if Robocop blocks a three-hit string, it inflicts 1.5% damage to the attacker. It's a constant 0.5, regardless of how much damage the hits are doing to Robo.
  • Melee hits that land on Robo do a greater amount (but not much greater) that's proportional to the damage Robo takes. I don't recall the exact percentage, but it isn't a lot.
  • Zoning hits that are blocked also inflict 0.5 percent damage per hit.
  • Zoning hits that land on Robo don't inflict any damage to the opponent. Not sure why there's an inconsistency there, but that's how it works.
Worth noting: Robo has to block (or be hit, for melee) for the shield damage to be triggered. If you parry a hit, the shield inflicts no damage on the attacker. BUT, the shield damage does stay constant regardless of whether you normal or flawless block. So flawless blocking is pretty much the only realistic scenario where the attacker is taking more chip damage than Robo is.

Soooo yeah. Opinions differ on whether it's a worthwhile move or not. Best just to play around with it and reach your own conclusion.
 

CountHyuga

Old man Hyuga.
Hi. I am fooling around with this char and I find him very fun. I have 2 variations i mainly play. They both load low auto and flamethrower and differ only in subbing arm cannon for terminal strip when I want to play closer to my opponent. I am starting to question how useful is flamethrower to my full zoning setup, but I do not know what to use it it's stead.
 

DixieFlatline78

Everyone Has A Path
Hi. I am fooling around with this char and I find him very fun. I have 2 variations i mainly play. They both load low auto and flamethrower and differ only in subbing arm cannon for terminal strip when I want to play closer to my opponent. I am starting to question how useful is flamethrower to my full zoning setup, but I do not know what to use it it's stead.
Cheval Trap is a good substitute. The amp version largely gives the same situation as amp Flamethrower but it works off less strings. Air Charge is very nice to have as well.
 

Zer0_h0ur

XBL tag: South of Zero
I was struggling with Robo until I added Flamethrower. His movement / stagger / backdash meta and ease of hitconfirming leads to easy easy dmg with Flamethrower. It helps add dmg to touches which is what I was lacking without it.

I've never played a character with such great dashes lol. Just like @CrazyFingers said in his guide, I find people within 1 dash distance of me just sittin there holdin block. Dash up F3/F2, backdash D4 into low shot, or dash up throw. His stagger game is fun.

Plus I always find it easier to stagger with F directional mids. F3 is a great button. Im sure this is more bc of my low lvl of competition on KL, but I've seriously had people hugging block while I do F3 3-4 times in a row lmfaoooo.
And when you've learned their counter-poking habits, you can do dashup F3 cancel into shield parry BOOM.

My ONLY legit gripe thus far is I hate that cmd grab takes away the parry. His KB game is pretty weak as well but that's minor.
 

Zer0_h0ur

XBL tag: South of Zero
Started trying to use the loadout F0xy does : low shot, ground spikes, cmd grab

Maybe it's my natural playstyle and me not being a good zoner but I can't get into a groove like I can with flamethrower.
 
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Deleted member 5032

Guest
Tournaments are going to be boring to watch when they're nothing but RoboCop mirrors!