RoboCop
Table of Kontents

Move List
INPUT COMMANDS |
Straight Steel
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Spike Swipe
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Knee Kapper
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Heavy Hand
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Strong Armed
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Gut Buster
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Rising Spike
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Koncealed Weapon
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Low Stab
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Bending Steel
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Ankle Breaker
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Heavy Heel
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Spray And Pray
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Kriminal Kick
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Quick Spray
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JUMPING ATTACKS
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Riveting Blow
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Heavy Swipe
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Spike Drop
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HOP ATTACKS
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Cyborg Chop
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Cyber Knee
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GETUP ATTACKS
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Omni Strike
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Lethal Stab
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FLAWLESS BLOCK ATTACKS
|
Omni Strike
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Lethal Stab
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THROWS
|
Toward Throw
Throw+
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Back Throw
Throwor
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ROLL ESCAPES
|
Forward Getup Roll
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Backward Getup Roll
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AIR ESCAPE
|
(Air) Breakaway
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MOVE DATA |
DAMAGE | BLOCK DAMAGE | F/BLOCK DAMAGE | ||
N/A | N/A | N/A | ||
MOVE TYPE | ||||
N/A | ||||
PROPERTIES | ||||
|
||||
DESCRIPTION | ||||
N/A |
FRAME DATA |
START-UP | ACTIVE | RECOVERY |
N/A | N/A | N/A |
CANCEL | ||
N/A | ||
HIT ADVANTAGE | BLOCK ADVANTAGE | F/BLOCK ADVANTAGE |
N/A | N/A | N/A |
Last Updated: January 27, 2021
Strategy

RoboCop is a zoning character whose primary focus is to keep opponents away as much as possible. While RoboCop doesn’t have the best normals up-close, he makes up for it with his amazing zoning tools. Additionally, RoboCop can send out explosives on the ground for setups and to keep opponents on their toes.
Strengths | Weaknesses |
---|---|
|
|
Key Moves
Name | Input | Description |
---|---|---|
Don’t Move Creep | ![]() ![]() ![]() |
High, hit confirmable, -8 on block |
Strong Armed | ![]() ![]() |
High, combo starter |
I’d Buy That for a Dollar! | ![]() ![]() ![]() ![]() |
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 | ![]() ![]() ![]() |
Fast 10 frame mid, hit confirmable |
Directive Klassified | ![]() ![]() ![]() |
Advancing mid, combo starter, can be avoided by ducking under 2nd hit |
Straight Auto-9 | ![]() ![]() ![]() |
Fast high projectile |
Cobra Assault Cannon | ![]() ![]() ![]() |
Slow high projectile, triggers a Krushing Blow on Kounter or Punish against a very close opponent |
Riot Shield | ![]() ![]() ![]() |
Parry, Amplified Riot Shield triggers a Krushing Blow after parrying a Getup Attack or Flawless Block Attack |
Shoulder Crowd Control Cannon | ![]() ![]() ![]() |
Slow mid projectile, used for setups |
Combo Starters
+
+
,
RoboCop has a couple of ways to start his combos. His +
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
+
,
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
- High Auto-9
- Shoulder Crowd Control Cannon
RoboCop has a variety of different combo enders. Combos can be ended with High Auto-9 () which will knock the opponent down and leave them close. Shoulder Crowd Control Cannon (
) can be used at the end of combos for a setup, which will leave RoboCop at a slight advantage on block. By equipping the Terminal Strip (
) ability, it can be used at the end of combos for maximum damage, and Amplifying Terminal Strip will allow RoboCop to carry the opponent closer to the corner or switch positions. With the Arm Crowd Control Cannon (
) ability equipped, it will yield maximum damage while sending the opponent fullscreen. Using the Cheval Trap (
) ability and Amplifying it 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 (+
,
) string.
+
,
is an advancing mid attack and leaves RoboCop safe at -5 on block. By completing the string with
+
,
,
, 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
+
,
for pressure.
Don’t Move Creep
At close-range, RoboCop’s Don’t Move Creep (,
,
) can be used.
,
,
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
,
,
, use Riot Shield (
) and delay it by holding
.
Serve the Public Interest
One of RoboCop’s strongest moves to use up-close is his Serve the Public Interest (+
,
) string.
+
,
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 (+
,
) 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 (+
,
) 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 (
) after
+
and Amplifying it, the opponent will be hit for trying to duck underneath
+
,
. 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
+
,
.
Zoning
RoboCop has multiple projectiles to keep opponents away. Straight Auto-9 () 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 can be replaced with the Low Auto-9 (
) ability, 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 () 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 () 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 () 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 (), 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, 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
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---|
![]() Replaces Straight Auto-9. RoboCop can walk towards and away from the opponent with his gun drawn.
|
Cheval Trap
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![]() Replaces Shoulder Crowd Control Cannon. RoboCop launches a spike strip onto the fightline.
|
Flamethrower
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![]() Adds Flamethrower Special Move. RoboCop can now use a flamethrower attachment.
|
Terminal Strip
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![]() Replaces Riot Shield. RoboCop can grab his opponent with his Terminal Spike.
|
Trick Shot
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![]() Replaces High Auto-9. RoboCOp can ricochet gunshots off the screen.
|
Low Auto-9
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---|
![]() Replaces Straight Auto-9. RoboCop drops down on one knee and fires a single gunshot.
|
(Air) OCP Charge
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![]() 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
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![]() Adds Electric Shield Special Move. RoboCop can create a protective electric field around his body.
|
Arm Crowd Control Cannon
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![]() Replaces Cobra Assault Cannon. RoboCop can now launch explosive rockets.
|
Cheval Trap
The Cheval Trap () ability allows RoboCop to launch a spike strip on the ground and 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.
Flamethrower
Equipping the Flamethrower () ability allows RoboCop to shoot flames at his opponent. Due to being unsafe on block, Flamethrower is usually done after hitting the opponent with attacks such as
,
,
,
+
,
and
+
,
. 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.
Terminal Strip
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 (
). 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
+
and
+
,
, 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:
+
+
When done after , this creates a mix-up with RoboCop’s
,
,
string. If the opponent tries to escape the Terminal Strip, they will be hit by the rest of the string. Using Terminal Strip after
+
or
+
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.
OCP Charge
(Air) OCP Charge () is a quick, advancing aerial attack. 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 perform, but if mastered it becomes an incredibly powerful tool.
Electric Shield
RoboCop can create a protective electric field around his body using the Electric Shield () ability. 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.
Arm Crowd Control Cannon
RoboCop is able to shoot rockets at his opponent by equipping the Arm Crowd Control Cannon () ability. 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
+
,
string, mixing it up with
+
,
,
. Because the final hit of
+
,
,
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 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.
Combos
Beginner
![]() RoboCop – OCP’s Finest – Beginner CombosActive & Reactive Patrol |
![]() RoboCop – Prime Detective – Beginner CombosFlamethrower |
![]() RoboCop – On Patrol – Beginner CombosCheval Trap |
Advanced
![]() RoboCop – OCP’s Finest – Advanced CombosActive & Reactive Patrol |
![]() RoboCop – Prime Detective – Advanced CombosFlamethrower |
![]() RoboCop – On Patrol – Advanced CombosCheval Trap |
Extra Guides
![]() Grenade SetupsRoboCop’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 RoboCopGaps & 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 PressureRoboCop’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 ... |