RoboCop

Move List


INPUT COMMANDS
Straight Steel
1
Spike Swipe
Back+1
Knee Kapper
Down+1
Heavy Hand
2
Strong Armed
Back+2
Gut Buster
Forward+2
Rising Spike
Down+2
Koncealed Weapon
3
Low Stab
Back+3
Bending Steel
Forward+3
Ankle Breaker
Down+3
Heavy Heel
4
Spray And Pray
Back+4
Kriminal Kick
Forward+4
Quick Spray
Down+4
JUMPING ATTACKS
Riveting Blow
1
Heavy Swipe
2
Spike Drop
3or4
HOP ATTACKS
Cyborg Chop
Up,1orUp,2
Cyber Knee
Up,3orUp,4
GETUP ATTACKS
Omni Strike
Up+2
Lethal Stab
Up+3
FLAWLESS BLOCK ATTACKS
Omni Strike
Up+2
Lethal Stab
Up+3
THROWS
Toward Throw
Throw+ForwardorForward+1+3
Back Throw
Throwor1+3
ROLL ESCAPES
Forward Getup Roll
Forward+Stance
Backward Getup Roll
Back+Stance
AIR ESCAPE
(Air) Breakaway
Down+Block
MOVE DATA
DAMAGE BLOCK DAMAGE F/BLOCK DAMAGE
N/A N/A N/A
MOVE TYPE
N/A
PROPERTIES
N/A N/A
DESCRIPTION
N/A
FRAME DATA
START-UP ACTIVE RECOVERY
N/A N/A N/A
CANCEL ADVANTAGE
N/A
HIT ADVANTAGE BLOCK ADVANTAGE F/BLOCK ADVANTAGE
N/A N/A N/A


Version 1.23
Last Updated: November 10, 2020

Strategy


RoboCop is a zoning character who relies on using multiple projectiles to keep opponents away. His OCP’s Finest variation gives him a command grab for mix-ups up-close. RoboCop’s Prime Detective variation allows him to fire low gunshots and shoot rockets at his opponents. In his On Patrol variation, RoboCop can surround himself with electricity and set spike traps on the ground to deal damage to the opponent.

Strengths Weaknesses
  • Strong zoning
  • Fast normals
  • Weak combo starters
  • Short-ranged normals
  • Flawless Blockable gaps

Key Moves

Name Input Description
Don’t Move Creep 1,2,1 High, hit confirmable, -8 on block
Strong Armed Back+2 High, combo starter
I’d Buy That for a Dollar! Forward+2,1,2 Mid, hit confirmable, triggers a Krushing Blow if it is a Kounter or Punish, can be Flawless Blocked on 3rd hit
Serve the Public Trust Forward+3,2 Fast 10 frame mid, hit confirmable
Directive Klassified Forward+4,2 Advancing mid, combo starter, can be avoided by ducking under 2nd hit
Straight Auto-9 BackForward1 Fast high projectile
Cobra Assault Cannon BackForward2 Slow high projectile, triggers a Krushing Blow on Kounter or Punish against a very close opponent
Riot Shield DownBack2 Parry, Amplified Riot Shield triggers a Krushing Blow after parrying a Getup Attack or Flawless Block Attack
Shoulder Crowd Control Cannon DownBack4 Slow mid projectile, used for setups

Combo Starters

RoboCop has a couple of ways to start his combos. His Back+2 is a high attack that will launch the opponent up for a combo. The downside to this move is that it is a high and has very little range. RoboCop’s other combo starter is his Forward+4,2 string. While slow, this string has great range and advances RoboCop forward. The 2nd hit of this string is a high, making it unsafe if the opponent ducks. Because both combo starters can be easily avoided, RoboCop must use his projectiles to deal damage to the opponent rather than relying on combos.

Combo Enders

RoboCop has a variety of different combo enders. Combos can be ended with High Auto-9 (DownBack1) which will knock the opponent down and leave them close. Shoulder Crowd Control Cannon (DownBack4) can be used at the end of combos for a setup, which will leave RoboCop at a slight advantage on block. In RoboCop’s OCP’s Finest variation, combos can be ended with Terminal Strip (ForwardDownBack2) for maximum damage. Amplifying Terminal Strip will allow RoboCop to carry the opponent closer to the corner or switch positions. In RoboCop’s Prime Detective variation, Arm Crowd Control Cannon (BackForward2) can be used for maximum damage while sending the opponent fullscreen. In RoboCop’s On Patrol variation, combos can be ended with Amplified Cheval Trap (DownBack4), which will restand the opponent and leave RoboCop at +4 on hit.

Locked Down

RoboCop’s main attack to use in footsies is his Locked Down (Forward+2,1) string. Forward+2,1 is an advancing mid attack and leaves RoboCop safe at -5 on block. By completing the string with Forward+2,1,2, RoboCop will end with an overhead attack. This will trigger a Krushing Blow if it hits as a Kounter or Punish. Be careful when using this string because the final hit can be Flawless Blocked. If the opponent is focused on Flawless Blocking the string however, this will allow RoboCop to stagger Forward+2,1 for pressure.

Don’t Move Creep

At close-range, RoboCop’s Don’t Move Creep (1,2,1) can be used. 1,2,1 is a high attack that leaves RoboCop at -8 on block. Since this string can be punished, it should not be used often. This string is much more viable against characters without a 7 frame attack since it will be safe on block. To counter opponents attempting to punish 1,2,1, use Riot Shield (DownBack2) and delay it by holding 2. In RoboCop’s On Patrol variation, Amplified Cheval Trap can also be used to counter opponents trying to punish this string.

Serve the Public Interest

One of RoboCop’s strongest moves to use up-close is his Serve the Public Interest (Forward+3,2) string. Forward+3,2 is a 10 frame mid attack and is RoboCop’s fastest mid string. This string is mainly used to stop opponents from attacking while they are at a disadvantage.

Heavy Hand of the Law

Heavy Hand of the Law (Back+1,2) is a mid attack where RoboCop will shoot a projectile blast at the end. The projectile can be directed close, mid or far. This is a decent attack to use at mid-range while keeping a distance from the opponent. Avoid using this string up-close because the 2nd hit can be Flawless Blocked and punished.

Directive Klassified

RoboCop’s Directive Klassified (Forward+4,2) string is a slow advancing mid attack that will launch the opponent up for a combo. Since the 2nd hit of this string is a high, it can be very risky to use. This string is best used in RoboCop’s Prime Detective as he will be able to safely counter opponents for trying to punish. By using Low Auto-9 (BackForward1) after Forward+4 and Amplifying it, the opponent will be hit for trying to duck underneath Forward+4,2. Although Amplified Low Auto-9 is -18 on block, RoboCop will be safe against many characters if done at maximum range. Once the opponent is conditioned to block the Low Auto-9, RoboCop will be able to safely use Forward+4,2.

Zoning

RoboCop has multiple projectiles to keep opponents away. Straight Auto-9 (BackForward1) is a high projectile that travels quickly across the screen. When Amplified, RoboCop will fire a series of shots, sending the opponent fullscreen on hit. Amplifying Straight Auto-9 can be extremely useful to stop opponents from advancing after ducking the initial gunshot. This is replaced by Low Auto-9 (BackForward1) in RoboCop’s Prime Detective variation, which will hit as a mid projectile instead. When using Low Auto-9, RoboCop will duck underneath high projectiles making it a great counterzoning tool. It will also trigger a Krushing Blow if it hits as a Kounter or Punish while ducking under a high projectile.

High Auto-9 (DownBack1) is a quick anti-air projectile that is fired upwards and is used to hit airborne opponents. When Amplified, RoboCop will fire a series of shots which can lead into a combo. Due to its fast start-up and recovery, High Auto-9 can be thrown out rather safely in anticipation to an opponent’s jump.

Cobra Assault Cannon (BackForward2) is a slow high projectile. When Amplified, RoboCop will fire 2 additional shots which will hit as mids and cannot be ducked. If blocked, the opponent will be pushed back tremendously, sending them almost fullscreen. This is an amazing move to use to create distance from the opponent. Due to having a slow start-up of 30 frames, it should be avoided up-close.

Shoulder Crowd Control Cannon (DownBack4) can be used in zoning as well. Shoulder Crowd Control Cannon can be directed close, mid, far or very far. Depending on where it’s directed, it will leave RoboCop at an advantage. This is very strong as the block advantage will allow RoboCop to move before the opponent.

Grenade Setups

By ending combos with Shoulder Crowd Control Cannon (DownBack4), RoboCop will be able to create setups on knockdown. If the close version is used, RoboCop can be anywhere from +1 to +3 on block. If the mid version is used, RoboCop can be up to +6 on block. Additionally, Shoulder Crowd Control Cannon can be Amplified, which will send out a mine that will explode after a short period of time. If the mine is blocked, RoboCop will be at a heavy advantage allowing for pressure.

Keep in mind that opponents can escape this setup by using a Getup Attack, Short Delayed Getup, or Backwards Roll Escape if midscreen. All of these options can however be countered by not going for the setup.

Abilities


Active & Reactive Patrol
BackForward1
Replaces Straight Auto-9. RoboCop can walk towards and away from the opponent with his gun drawn.
Cheval Trap
DownBack4
Replaces Shoulder Crowd Control Cannon. RoboCop launches a spike strip onto the fightline.
Flamethrower
BackForward3
Adds Flamethrower Special Move. RoboCop can now use a flamethrower attachment.
Terminal Strip
ForwardDownBack2
Replaces Riot Shield. RoboCop can grab his opponent with his Terminal Spike.
Trick Shot
DownBack1
Replaces High Auto-9. RoboCOp can ricochet gunshots off the screen.
Low Auto-9
BackForward1
Replaces Straight Auto-9. RoboCop drops down on one knee and fires a single gunshot.
(Air) OCP Charge
BackForward3
Adds (Air) OCP Charge Special Move. While in the air, RoboCop can perform a charging attack.
Upgraded
AMP
Modifies Amplified Shoulder Crowd Control Cannon. RoboCop can now launch an electrically charged canister.
Electric Shield
ForwardDownBack3
Adds Electric Shield Special Move. RoboCop can create a protective electric field around his body.
Arm Crowd Control Cannon
BackForward2
Replaces Cobra Assault Cannon. RoboCop can now launch explosive rockets.

Terminal Strip

In RoboCop’s OCP’s Finest variation, he can grab his opponent with his Terminal Strip (ForwardDownBack2). Terminal Strip is a command grab that is used for mix-ups at close-range. This is best done in situations where RoboCop is at an advantage, such as after hitting the opponent with Active Patrol (BackForward1). Unlike throws, opponents cannot use a Throw Escape to avoid the Terminal Strip. In order to escape, the opponent must preemptively jump before the Terminal Strip connects. This creates a mix-up as RoboCop will be able to use other attacks to stop opponents from jumping. If the opponent tries to escape the Terminal Strip, they will be vulnerable to being hit by attacks such as Back+2 and Forward+4,2, which will launch the opponent up for a combo.

Terminal Strip is especially useful on knockdown as it will trigger a Krushing Blow if it hits as a Kounter or Punish against a Roll Escape. Terminal Strip can also be used after certain attacks on block for additional mix-ups.

Terminal Strip can be used after:

1
Down+1
Down+3

When done after 1, this creates a mix-up with RoboCop’s 1,2,1 string. If the opponent tries to escape the Terminal Strip, they will be hit by the rest of the string. Using Terminal Strip after Down+1 or Down+3 will also stop opponents from counterpoking RoboCop. Be careful when using Terminal Strip after these attacks because if the opponent is hit, the Terminal Strip will whiff leaving RoboCop vulnerable to a punish.

Arm Crowd Control Cannon

In RoboCop’s Prime Detective variation, he is able to shoot rockets with Arm Crowd Control Cannon (BackForward2). This is a high projectile mainly used in zoning. Arm Crowd Control Cannon can be done at close-range for pressure as well. This can be used after RoboCop’s Forward+2,1 string, mixing it up with Forward+2,1,2. Because the final hit of Forward+2,1,2 is an overhead, the opponent must block high. This allows Arm Crowd Control Cannon to be used, which will leave RoboCop at +7 on block when Amplified. Once blocked, RoboCop will then be able to continue his offense.

Since Arm Crowd Control Cannon is a high projectile, it can be punished if the opponent blocks low. To make punishing more difficult, delay the Arm Crowd Control Cannon by either holding 2 or AMP. This will cause the rocket to temporarily slow down after being fired. If the opponent stands up too quickly to punish, they will be hit by the rocket. If the opponent is late to punish, RoboCop will remain safe.

Flamethrower

RoboCop is also given the Flamethrower (BackForward3) in his Prime Detective variation. Due to being unsafe on block, Flamethrower is usually done after hitting the opponent with attacks such as 1,2,1,Forward+2,1 and Forward+3,2. Using Flamethrower after these attacks will keep the opponent standing and allow RoboCop to pressure the opponent. Flamethrower leaves RoboCop at +15 on hit. When Amplified, Flamethrower leaves RoboCop at +17 on hit and deals higher damage.

OCP Charge

In RoboCop’s On Patrol variation, he gains access to (Air) OCP Charge (BackForward3). This is a quick, advancing charge attack that is done in the air. This is one of RoboCop’s strongest attacks because it is completely safe at -7 on block and travels a far distance. It’s best to use OCP Charge immediately after leaving the ground. Also known as instant-air OCP Charge, this will allow RoboCop to attack safely from a distance. Instant-air OCP Charge can be quite difficult to execute, but can be very powerful if mastered.

Electric Shield

RoboCop can create a protective electric field around his body in his On Patrol variation with his Electric Shield (ForwardDownBack3). At the cost of 1 bar of Offensive and Defensive Meter, the Electric Shield will deal damage to the opponent anytime they make contact with RoboCop. What’s special about this move is that it will also deal damage if RoboCop blocks a projectile. This is especially useful if the opponent is low on health as they will not be able to attack RoboCop without taking damage.

Cheval Trap

In RoboCop’s On Patrol variation, Cheval Trap (DownBack4) allows him to launch a spike strip on the ground, which can be directed close, mid, far or very far. As long as the opponent is standing on top of the spikes, they will take damage over time and will not be able to dash. This is a great move to throw out to prevent opponents from advancing forward or if the opponent is low on health. When Amplified, RoboCop will throw out a gas canister that will temporarily stay on the screen before exploding. If the opponent is hit, they will be stunned long enough for a combo. If the canister hits before touching the ground, it will cause a restand leaving RoboCop at +4 on hit.

Combos


Beginner

RoboCop - OCP's Finest - Beginner Combos

RoboCop – OCP’s Finest – Beginner Combos


Active & Reactive Patrol
Terminal Strip
Upgraded

RoboCop - Prime Detective - Beginner Combos

RoboCop – Prime Detective – Beginner Combos


Flamethrower
Low Auto-9
Arm Crowd Control Cannon

RoboCop - On Patrol - Beginner Combos

RoboCop – On Patrol – Beginner Combos


Cheval Trap
(Air) OCP Charge
Electric Shield

Advanced

RoboCop - OCP's Finest - Advanced Combos

RoboCop – OCP’s Finest – Advanced Combos


Active & Reactive Patrol
Terminal Strip
Upgraded

RoboCop - Prime Detective - Advanced Combos

RoboCop – Prime Detective – Advanced Combos


Flamethrower
Low Auto-9
Arm Crowd Control Cannon

RoboCop - On Patrol - Advanced Combos

RoboCop – On Patrol – Advanced Combos


Cheval Trap
(Air) OCP Charge
Electric Shield

Extra Guides


Grenade Setups

Grenade Setups


RoboCop’s Shoulder Crowd Control Cannon () allows him to shoot projectile grenades at the opponent. This can be done at the end of combos for a setup. If the opponent is low enough to the ground, the grenade will hit as the opponent is getting up. Depending on the height, Close Shoulder Crowd Control Cannon () will leave RoboCop up to +3 on block. If the mid version is used, it will leave RoboCop up ...
How to Fight RoboCop

★ How to Fight RoboCop


Gaps & Punishes While RoboCop excels at zoning, he is extremely weak at close quarters. Many of his attacks are punishable on block, while also having numerous gaps that can be exploited and punished via Flawless Block. RoboCop’s string is -8 on block and can be punished with a 7 frame attack. Make sure to block low at the end in case RoboCop uses his string. ends in a low, but can be interrupted ...
Rocket Pressure

Rocket Pressure


RoboCop’s Arm Crowd Control Cannon () shoots a rocket at the opponent. When Amplified, this leaves RoboCop at +7 on block. Using this move at close-range though can be extremely risky because it is a high projectile, meaning the opponent can avoid it by blocking low. To alleviate this, use Arm Crowd Control Cannon after RoboCop’s . Since the final hit of is an overhead, the opponent must block high at the end, which will ...