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Fighting RoboCop

Gaps & Punishes

1,2,1/1,2,3

RoboCop’s 1,2,1 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 1,2,3 string. 1,2,3 ends in a low, but can be interrupted with any 9 frame attack. It can also be Flawless Blocked and punished with an Up+2. Since the final hit of 1,2,1 comes out 13 frames earlier than that of 1,2,3, it is possible to punish both strings. To do so, block shortly after the first 2 hits in case RoboCop uses 1,2,1, then release block and Flawless Block the low in 1,2,3.

Back+1,2

RoboCop’s Back+1,2 string can be Flawless Blocked on the 2nd hit and punished with an Up+2. Because this string causes pushback, some Flawless Block Attacks may not reach. To resolve this, quickly dash forward before Flawless Blocking. This can however be rather difficult to perform on reaction.

Back+2

This is a high attack and is one of RoboCop’s only ways to start a combo. This can be easily avoided by crouching and throwing out pokes. Since Back+2 is a high, it can also be punished on a read with a Down+2KB.

2,2,3

The 2nd hit of 2,2,3 can be Flawless Blocked and punished with an Up+2. If RoboCop finishes the string, be sure to block low as the final hit is a low attack. Once blocked, he will be at -8 and punishable by 7 frame attacks.

Forward+2,1,2

This is a 12 frame advancing mid attack and is one of RoboCop’s main strings to use up-close. Although the first 2 hits of this string are safe, RoboCop can also opt to finish the string. The final hit of Forward+2,1,2 is an overhead, so be sure to block high. This can be Flawless Blocked and punished with an Up+2.

Forward+3,2,2,1,1,1

This is RoboCop’s fastest mid attack, which has a start-up of 10 frames. The first 2 hits of this string are also safe on block. If RoboCop finishes the string then he will be unsafe. Forward+3,2,2 is -10 on block and can be punished with any 9 frame attack or faster. If Forward+3,2,2,1,1,1 is used, RoboCop will fire a series of shots at the end which can be avoided by simply blocking low then punishing with a jab.

Forward+4,2

This is RoboCop’s farthest-reaching attack and is one of his only combo starters. Since RoboCop cannot hit confirm this string, he must commit to using it. The 2nd hit of this string is a high attack which can be ducked under on reaction. Once you see RoboCop use his Forward+4, immediately crouch while releasing block to avoid the 2nd hit. Afterwards, RoboCop can be punished by a Down+2KB.

Note: Ducking will not work if the 1st hit of Forward+4,2 is blocked standing.

Interrupting Cannons

RoboCop may also attempt to use his Cobra Assault Cannon or Shoulder Crowd Control Cannon at close-range. Both of these moves can either be interrupted or punished. Cobra Assault Cannon is extremely slow, having a start-up of 30 frames and is easily reactable. Once you see RoboCop bring out his cannon, duck to avoid the shot then quickly punish with a jab before he can Amplify it. Shoulder Crowd Control Cannon is even slower with a start-up of 45 frames and can be interrupted with a poke or jab. If RoboCop is hit out of the start-up of his Shoulder Crowd Control Cannon, you will not be hit by the grenade.

Escaping Grenade Setups

RoboCop can create setups with his grenades by using them at the end of his combos. These setups can leave RoboCop up to +3 or +6 on block. There are multiple ways to escape these setups. Using a Getup Attack Up+3 will interrupt RoboCop out of the setup. If midscreen, a Backward Roll Escape will also avoid the setup allowing you to retreat from RoboCop’s follow-up attack. Do not use a Forward Roll Escape as RoboCop will be able to recover in time and punish you. RoboCop can also Amplify his grenade which will temporarily stay on the screen before exploding. Due to its slow start-up, this setup is very reactable and can be interrupted before the grenade explodes.

Zoning

While approaching RoboCop, be patient and make sure not to jump. If you are hit by any of his projectiles, you will be sent all the way back to fullscreen. RoboCop’s Cobra Assault Cannon is very slow on start-up and can be easily reacted to. Once you see the cannon, duck and release block to avoid the gunshot. RoboCop can also Amplify the Cobra Assault Cannon to fire 2 more shots, hitting as mid projectiles. After ducking the initial shot, be sure to block in case he Amplifies it.

Another of RoboCop’s zoning tools is his Shoulder Crowd Control Cannon. This allows RoboCop to fire a grenade that can be directed to hit anywhere on the screen. This is a mid projectile and will leave RoboCop at an advantage depending on where it’s directed. After blocking the grenade, you will be able to freely dash forward. Since RoboCop’s cannons are mostly slow, it will be easy to close the distance on him while blocking or ducking underneath his projectiles. RoboCop is also able to fire a gunshot at his opponent using his Straight Auto-9. This is a high projectile that travels quickly across the screen but can be avoided by simply blocking low. If however RoboCop has equipped the Low Auto-9 ability, he’ll be able to fire his gunshot low to the ground, hitting as a mid projectile. After blocking the Low Auto-9, you’ll be able to dash forward before the next gunshot makes contact.

Punishing Terminal Strip

If RoboCop has the Terminal Strip ability equipped, he gains a command grab which is mainly used at close-range for mix-ups. RoboCop will typically use this in situations where he is at an advantage such as after hitting you with his Active Patrol or Flamethrower moves. To avoid the command grab, you must pre-emptively jump or use a Short Hop in anticipation to the grab. After doing so, you’ll then able to punish RoboCop on the way down. Keep in mind that RoboCop can counter this by using attacks such as his Back+2 and Forward+4,2 instead of going for the command grab. These however can also be punished by ducking underneath the Back+2 or the 2nd hit of Forward+4,2. Note that some characters will not be able to punish RoboCop with a jump attack due to having slower jumps.

RoboCop’s Terminal Strip can also be used after certain attacks for additional mix-ups. These attacks include:

1
Down+1
Down+3

If RoboCop uses the Terminal Strip after his 1, it can be avoided by simply releasing block. This will cause the Terminal Strip to whiff which can then be punished with a quick jab. Since RoboCop cannot combo after his 1, you will not be taking much of a risk while trying to punish the command grab. Terminal Strip can also be done after RoboCop’s pokes which will beat out any attempt at counterpoking him. To punish, jump or use a Short Hop after blocking RoboCop’s Down+1 or Down+3. Another option is to jump or attack prior to these attacks instead of blocking. Since RoboCop is weak up-close and his combo potential is limited, his attacks will not be very threatening. If you are hit by RoboCop’s 1,Down+1 or Down+3 and he uses his Terminal Strip afterwards, it will miss and leave RoboCop temporarily vulnerable. By choosing to not respect RoboCop up-close, you will force him into not using his command grab.

Dealing With Rockets

The Arm Crowd Control Cannon ability allows RoboCop to shoot a rocket at his opponent. This is a high projectile that travels straight across the screen. When Amplified, it will leave RoboCop at least +7 on block. Since this is a high projectile, it can be easily avoided by blocking low. Aside from zoning, RoboCop can use this move after his Forward+2,1 string for pressure. Since RoboCop’s Forward+2,1,2 ends in an overhead, you must block high after the first 2 hits, which allows him to use his Arm Crowd Control Cannon. If you predict that RoboCop will fire his rocket after his Forward+2,1, block low. Since the overhead doesn’t deal much damage, you won’t be taking much risk by blocking low. You’ll then be able to punish RoboCop by quickly standing up and using a jab after the rocket has been fired. RoboCop can however counter this by delaying the rocket instead. To punish the delayed rocket, wait until the rocket has fired and gone past your head before standing up to punish. Alternatively, a safer option is to use a poke or a Down+2 to interrupt RoboCop’s rocket.

Restand

RoboCop gains the option to restand opponents at the end of his combos with his Cheval Trap ability. While normally this move launches spikes along the ground, Amplifying it will cause a restand leaving RoboCop at +4 on hit. When done in the corner, RoboCop will be able to follow this up with his 10 frame Forward+3,2. If using a character with a 6 frame poke, a good option is to poke after the restand which will trade at best with RoboCop’s Forward+3. If using a character without a 6 frame attack, poking can still be a decent option because RoboCop doesn’t gain much damage off of his Forward+3,2 and will interrupt him if he decides to use a slower attack. In order to punish RoboCop’s Forward+3,2, you must Flawless Block it and use an Up+2. RoboCop may also attempt to throw after the restand once you’re conditioned to block or Flawless Block. If you believe RoboCop will go for a grab, be prepraed to use a Throw Escape, jump or duck after the restand to avoid the throw. It’s also worth noting that if option selecting a Flawless Block, you will also tech RoboCop’s Toward Throw.

Breakaway

RoboCop will be able to Armor Break with his (Air) OCP Charge ability equipped in order to counter Breakaway attempts. This is usually done after RoboCop has hit you with a Back+2,Down+2KB or Forward+4,2. Since RoboCop must be airborne to use his OCP Charge, the best thing to do is to wait for RoboCop to continue his combo with a grounded attack before using a Breakaway. Once you see that RoboCop did not use his OCP Charge to Armor Break, you will be able to safely use a Breakaway to escape the combo.

Last Updated on April 8, 2021

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