(Created page with "{{Infobox Character MK11 |name = RoboCop |hash = ROB |image = Mk11-robocop-splash.png|300px|thumb|center |hp = 1100.00 |hitbox = Big Body |lore = JUSTICE Alex...") |
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== Introduction == | == Introduction == | ||
Considered total garbage when Aftermath first dropped, RoboCop was simply misunderstood by the community at large. While a few buffs and the Kustom Variation patch certainly helped, it wasn't until A F0xy Grampa put the time in that the world realized Officer Murphy here is arguably the most oppressive zoner this game would ever see. Low Auto-9 and Terminal Strip make the character who he is; the former offering a fast mid projectile that can low-profile other fireballs while the latter becomes a massive hurdle for anyone who manages to make it into kissing distance against Robo. On the other hand, RoboCop doesn't really want to be pressing buttons and even if you do land a touch, you're not going to bag a lot of damage for doing so. You're not likely to see a whole lot of RoboCop in competitive play but he still remains a brutal filter capable of extracting salt for anyone not mentally equipped to challenge him. | |||
{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
* ''' | * '''Guns, Guns, Guns:''' Probably the best if not only "pure" zoner in the the game with Low Auto-9 and Cobra Assault Cannon. The low profile property on the former also makes counter-zoning RoboCop much harder. | ||
* '''Zoner with a Command Grab:''' Terminal Strip is the best command grab in the game, hitting Mid(!) and offering respectable damage, corner carry on amp. It keeps him a threat at close range while chucking opponents away for further zoning. | |||
* '''Space Control:''' Cheval Trap adds damage over time to complement the lockdown from his projectiles. | |||
* '''Strike/Throw Game:''' Confirming into Amplified Flamethrower or Amplified Cheval Trap gives you a free strike/throw mix-up that can loop if they guess wrong, meter permitting. | |||
* '''1100 HP:''' Being tied for most health in the game with Shao Kahn is a boon for his zoning game as he'll usually start every round at a life lead. | |||
|cons= | |cons= | ||
* ''' | * '''Weak Combo Game:''' Lacks decent combo starters and doesn't bag a whole lot of reward after the fact. | ||
* '''Stubby Buttons:''' His normals don't come with a lot of range, safety or mix potential. | |||
* '''Only One Free Variation Slot:''' Playing RoboCop seriously requires Low Auto-9 and Terminal Strip, limiting build options to Cheval Trap or Flamethrower if you're feeling frisky. | |||
* '''Big Body:''' And all the combo damage that comes with it. | |||
}} | }} | ||
== Movelist == | == Movelist == | ||
Revision as of 20:47, 25 January 2022
RoboCop #MK11_ROB | |
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JUSTICE
Alex Murphy was a dutiful police officer who was brutally executed by a local gang. Brought back to life through OCP technology, Murphy was transformed into RoboCop, a highly advanced cybernetic police officer designed to uphold the law and protect the innocent. Now entering the Mortal Kombat universe, RoboCop has received a few upgrades and is ready to serve the public by apprehending any Kombatants that stand in his way. | |
Data | |
Health | 1100.00 |
Hitbox | Big Body |
Introduction
Considered total garbage when Aftermath first dropped, RoboCop was simply misunderstood by the community at large. While a few buffs and the Kustom Variation patch certainly helped, it wasn't until A F0xy Grampa put the time in that the world realized Officer Murphy here is arguably the most oppressive zoner this game would ever see. Low Auto-9 and Terminal Strip make the character who he is; the former offering a fast mid projectile that can low-profile other fireballs while the latter becomes a massive hurdle for anyone who manages to make it into kissing distance against Robo. On the other hand, RoboCop doesn't really want to be pressing buttons and even if you do land a touch, you're not going to bag a lot of damage for doing so. You're not likely to see a whole lot of RoboCop in competitive play but he still remains a brutal filter capable of extracting salt for anyone not mentally equipped to challenge him.
Strengths | Weaknesses |
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Movelist
Normals and Strings
1
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | High | 9 | 2 | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
12 | 23 | 4 | 4 | - | |||||||
Placeholder |
2
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | High | 9 | 2 | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
12 | 23 | 4 | 4 | - | |||||||
Placeholder |
3
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | High | 9 | 2 | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
12 | 23 | 4 | 4 | - | |||||||
Placeholder |
4
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | High | 9 | 2 | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
12 | 23 | 4 | 4 | - | |||||||
Placeholder |
Jump and Hop Attacks
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | High | 9 | 2 | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
12 | 23 | 4 | 4 | - | |||||||
Placeholder |
Getup and Flawless Block Attacks
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | High | 9 | 2 | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
12 | 23 | 4 | 4 | - | |||||||
Placeholder |
Throws
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | High | 9 | 2 | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
12 | 23 | 4 | 4 | - | |||||||
Placeholder |
Special Moves
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | High | 9 | 2 | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
12 | 23 | 4 | 4 | - | |||||||
Placeholder |
Fatal Blow
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | High | 9 | 2 | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
12 | 23 | 4 | 4 | - | |||||||
Placeholder |
Kustom Abilities
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | High | 9 | 2 | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
12 | 23 | 4 | 4 | - | |||||||
Placeholder |
Strategy and Kombos
General Tactics
Popular Variations
Universal Kombos
Variation Kombos