Why is Flamethrower/CG combo not allowed? Is this a Joke?
Turn on "kustom abilities" under the "tournament" tab by pressing the "options" button on the PS4. Now go to fight and tournament. Choose Robocop and "kustomize". If you select the flamethrower with the terminal strip or vice versa, the message "disabled in kompetitive play" will appear.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.
Low auto is obviously a requirement because the other projectiles are rubbish. I would equip the low auto with the mid command grab (terminal strip) and the aerial charge. The spikes (cheval trap) have some uses too and could be swapped with the aerial charge.Dose he have any usefull custom combination? Or is it just default Variation 2 and rest is trash, the idea of gas or shock grenade is interesting, but I guess its just a gimmik.
I am thinking Low Auto, command grab and the wrist Rocket (like the frames on block when enhanced). I am not good with instant air specials with b,f motionTurn on "kustom abilities" under the "tournament" tab by pressing the "options" button on the PS4. Now go to fight and tournament. Choose Robocop and "kustomize". If you select the flamethrower with the terminal strip or vice versa, the message "disabled in kompetitive play" will appear.
Trick shot is also disabled because of the screen interference and shaking, not because the move is any good. LOL.
Low auto is obviously a requirement because the other projectiles are rubbish. I would equip the low auto with the mid command grab (terminal strip) and the aerial charge. The spikes (cheval trap) have some uses too and could be swapped with the aerial charge.
I like the way the character plays, but I would not recommend him for your competitive endeavors. There are much better options.
Could you share those gas Setups plzI could never get much mileage out of his command grab. The hitbox is just so bad.
I've recently been experimenting with the spike trap\gas grenade. I haven't found any great setups yet, other than some +4 restands in the corner, but it has promise. I haven't missed my bombs. The spikes could do a little more damage, as most opponents are happy to sit on them and block. It's pretty easy to get the spikes out safely, as they have decently fast recovery.
It seems to me like they stealth buffed the gas grenade. At launch, it was literally useless due to how it interacted with block stun. If the opponent was in any amount of block stun, the gas effect would end immediately, making it impossible to jail into gas. However, now I'm having a lot more success with gas setups, including setups that 100% did not work at launch.
Apparently NRS thinks that setup is broke which it clearly isn’t. Joke developers studio.Oh man the more I think about it, the more I want Flame Thrower+Command Grab beeing a thing.
Thank you so much, I didnt know that you get so those +frames on hit with the gas grenade, that's pretty much the Flamethrower + Command grab combo I wanted.I've been running with the spikes/tear gas almost exclusively since Robocop dropped, so I've done a fair bit of labbing with it. I agree that it's slightly better than the base grenades (which desperately need faster recovery and to not disappear if Robo is hit (after a certain fair counter-able startup ofc)).
One of the best things about the tear gas is that it enables high plus frame resets anywhere on screen. Not quite as much as you get with flamethrower, but with essentially no pushback so you have a lot more flexibility with your follow-up.
Your best resets are 22~db4b* (close gas) and f32~db4b*.
As for using tear gas for actual DoT/stun setups, well, right now it kind of sucks for that--and got even worse when Ultimate shortened every knockdown (still don't know wtf they did that). The recovery is soooo long that it's very difficult to set this up safely on the ground close enough to be a threat. It's much easier to do as a juggle ender, but as we all know, Robocop's launchers are currently dogshit trash, so getting a juggle is very rare.
- You get between +12-15 (probably not worth going into detail here, but you basically get the lowest on large characters and the highest on smaller characters.
- 22 leaves you close enough for a normal throw without moving, and f32 usually needs a microdash (damn breathing hitboxes). Or you can connect cmd grab with a quick microdash.
- A follow-up f32 connects easily if you choose strike instead of throw. Or if they're trying to jump away from your CG, you can go for b2 and it will launch for a combo.
- You can use any button you want in the corner (there's no pushback), but 22 and f32 still give you the best plus frames and are hit confirmable, so I just stick with these.
- Both of these resets are safe if you forget to hit confirm. They don't always jail, but the gas grenade still hits the opponent once it's out, so in fact if your opponent tries to mash out of it, it'll trade and you can still use the plus frames.
The only way I've found to set it up midscreen is off standing 4 on hit. It's Robo's only cancelable button that knocks down, but it has huge cancel adv so it works well.
Pretty nice, but ofc the big problem is that you can't hit confirm s4. If the opponent blocks it and you did close gas, they have plenty of time to punish you. If you did regular gas, it'll hit them and you'll be safe, but you just wasted a bar. I've been practicing with trying to "amplify confirm" the db4, not amplifying it (and letting the spikes come out) on block, which is completely safe. It's hard to do though; the amplify timing is already tricky (I have to mash sometimes to make sure it comes out at all).
- Use 4~db4* to put the gas behind them or db4b* to put it in front of them. Both should touch and do DoT if your oppo stays in place on wakeup.
- Do it anywhere you have enough room to get the full knockdown distance (not right in the corner, where you'll get the restand instead or risk the grenade rolling off-screen).
- If you read a back roll, put the gas behind them and they'll roll right into it. If they front roll, they'll avoid the gas but you recover in enough time to throw punish the roll. And if you use CG, you'll get the KB.
The only other somewhat viable grounded setups are off long knockdowns close (but not in) the corner. I'm trying use b12 or amplified rocket, which give the longest knockdowns and most knockback, so it's a matter of finding that sweet spot where you have enough distance to set up the gas safely but not so much that you lose all pressure. f212 has the same knockdown but is way to close to use the gas safely.
If you are lucky to get a launch, you can end a juggle in f21~, f32~, or 4~db4b* and get the gas out safely. f21 gives up some damage but gives you a nice medium knockdown distance for safety and pressure. f32 leaves them a little too close and 4 leaves them a little too far away.
Anyway, those are just my thoughts and findings. Definitely interested to hear what others come up with!
It's mostly luck, though its easier if your opponent is predictable. I played a long set with @Second Saint yesterday and hit that KB maybe half a dozen times, almost all by accident lol.Do you guys have any experience / tips to share on hitting the canon (bf2) crushing blow? Like I said I just started with Robocop and only had time in practise, but if I think about it, I have no idea how a 30f high projectile is supposed to counter / punish something from close range.
And I guarantee most of those wouldn't have worked on characters that aren't D'vorah. Her J1 is a double edged sword in that the hurt box is somehow even bigger than the hit box, so a lot of those were literally just me j1ing at the exact same time you did cannon and me getting AA'd clean.It's mostly luck, though its easier if your opponent is predictable. I played a long set with @Second Saint yesterday and hit that KB maybe half a dozen times, almost all by accident lol.
But like, if your opponent always wakes up, you can hang outside their wakup range and punish with a well-timed cannon. Or if they always JP in, you can walk back cannon. Just depends on the MU and predictable player habits.
Except for those times where you clearly shoot under a projectile and it doesn't trigger. Or those times when it really shouldn't have triggered but still did lolwe won't say no a mid projectile that also provides a Krushing Blow that can actually happen on purpose for once.
How do you even get the armor break with the air Charge?I've been playing Robo as my secondary since I bought him like a month ago and I'm having fun so far.
I think he has some decent tools, but come on playing him in the long run feels so unrewarding.
I mean I'm a huge fan of the movie and the character, but I don't understand why someone that is not a fan would spend his time learning this character instead of any other character that does not require as much commitment and is easier to win with. I love his playstyle but come on give us something to work with.
Since a few days I run OCP charge, electro shield and low auto 9... So I suspect electro shield to have been stealth nerfed because I don't recall anything related to electro shield in the previous patch notes but I was pretty sure it used to deal damage on all hits taken during throws, now it only works on the first hit of the throw.
Anyways so electro shield can be useful, it helped me to win a lot of rounds, but it requires Robo to have a decent life lead and the opponent to be very low for the move to be worth activating.
OCP charge for the damage of the armor break because Robo has so much trouble opening his opponent usually the entire defense meter will already be back next time I open him so I want to take advantage of this. But why, as the opponent, would you break against Robocop ? I mean he will never open you a lot, and unless the Robocop player runs Terminal Strip (which is likely to occur, but still), Robo won't do more than 22 to 25% without d2 KB... Just tank the damage and use the meter for something more useful against Robo like cancels or wake up/block attacks. And if you really want to break, just wait for the mid combo b2 to guarantee a break with the minimum risk of being caught by the armor break (and since this is a very very well designed fighting game you can even get a punish with a well-timed breakaway). If you break during b2 you'll take what ? At best like 15%, which is almost the same as if Robo does charge without any armor break. But for now I'll keep the charge as long people lack the match up knowledge so I can still get a very valuable... well... 30% combo.
Aaaah armor breakers, one of the stupidest attempt to fix one of the stupidest mechanic in the history of fighting games
And finally do I need to explain why I run the low auto 9 ? The straight auto 9 is not bad but, well, we won't say no a mid projectile that also provides a Krushing Blow that can actually happen on purpose for once.
I'd also like to say something about active and reactive patrol... Is this move an attempt to have a meme in the game ? Am I going to get rid of the decent straight auto 9 and the really useful up auto 9 for this ?