Mortal Kombat 11/Robocop

From SuperCombo Wiki
RoboCop
#MK11_ROB
Mk11-robocop-splash.png
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
  • 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.
  • 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.
  • 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 start every round at a life lead against everyone but Shao and the mirror.
  • Weak Combo Game: Lacks decent combo starters (mostly for lows, as a lot of his combos are mid-focused).
  • Stubby Buttons: His normals don't come with a lot of range, safety, or mix potential. However, Robocop focuses on forward and back combos with very little neutral focus, so this isn't a major issue.
  • 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

Normals and Strings


1


Face Smasher
1
Mk11-sub-slide.png
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


Face Smasher
2
Mk11-sub-slide.png
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


Face Smasher
3
Mk11-sub-slide.png
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


Face Smasher
1
Mk11-sub-slide.png
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


Face Smasher
1
Mk11-sub-slide.png
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


Face Smasher
3
Mk11-sub-slide.png
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


Face Smasher
3
Mk11-sub-slide.png
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


Face Smasher
3
Mk11-sub-slide.png
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


Face Smasher
3
Mk11-sub-slide.png
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


SUB AbilityDeepFreeze.png
DEEP FREEZE

"Modifies Ice Ball. Can amplify Ice Ball Special Move. Absorbs other projectiles."

2 Slots, No Conflicts, No Requirements


Face Smasher
3
Mk11-sub-slide.png
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


Game Navigation

General
Basics
Movement
Offense
Defense
Attack Attributes
Misc
Characters
Baraka
Cassie Cage
Cetrion
D'Vorah
Erron Black
Frost
Fujin
Geras
Jacqui Briggs
Jade
Jax Briggs
Johnny Cage
The Joker
Kabal
Kano
Kitana
Kollector
Kotal Kahn
Kung Lao
Liu Kang
Mileena
Nightwolf
Noob Saibot
Raiden
Rain
Rambo
Robocop
Scorpion
Shang Tsung
Shao Kahn
Sheeva
Sindel
Skarlet
Sonya Blade
Spawn
Sub-Zero
Terminator T-800