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* '''Guns, Guns, Guns:''' Probably the best if not only "pure" zoner in the game with Low Auto-9 and Cobra Assault Cannon. The low profile property on the former also makes counter-zoning RoboCop much harder. | * '''Guns, Guns, Guns:''' Probably the best if not only "pure" zoner in the game with Low Auto-9 and Cobra Assault Cannon. The low profile property on the former also makes counter-zoning RoboCop much harder. | ||
* '''YOU'RE NICKED:''' 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. | * '''YOU'RE NICKED:''' 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. | ||
* '''Fists Of The Law:''' Robocop is a very dangerous character at close range, with overheads that lead to Krushing Blows, a very strong low on B4 that almost immediately negates any incoming standing attacks, and utility like Terminal Strip and Flamethrower offering safer yet still threatening options to extend the pressure. | |||
* '''Space Control:''' Cheval Trap adds damage over time to complement the lockdown from his projectiles. | * '''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. | * '''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. |
Revision as of 15:22, 12 October 2023
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 is arguably the most oppressive zoner this game would ever see. Low Auto-9 and Terminal Strip perfectly emphasize this; 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 press buttons, and even if you do land a touch, you're not going to build a lot of damage for doing so. RoboCop likely won't be seen much 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