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Dead or alive, you are coming with me.
 

 

—RoboCop to The Joker.

Alex James Murphy, also known as OCP Crime Prevention Unit 001 but more commonly known as RoboCop, known for the franchise of the same name, is a playable guest character in Mortal Kombat 11.

RoboCop made his debut as part of the Aftermath DLC expansion, in addition to being as an announcer for the game's Arcade.[1]

About RoboCop

RoboCop, formerly Alex Murphy, is a police officer in a dystopian future Detroit who is transferred to the Metro West Precinct as part of OCP's drive to restructure the police department. As Alex was killed on duty by the Boddicker gang, he is resurrected by an OCP executive Bob Morton as RoboCop, OCP Crime Prevention Unit 001.

RoboCop at first followed the three directives given to him:
1. "Serve the public trust"
2. "Protect the innocent"
3. "Uphold the law"
4. A directive which RoboCop was programmed to be unaware of unless it became relevant. This directive prevented him from arresting any senior OCP employee: "Any attempt to arrest a senior OCP employee results in shutdown.", the only exception being any employee acting against the interests of OCP as a whole, as demonstrated when OCP Vice President Dick Jones was fired by his superior.

While it did not actually shut RoboCop down, it did inflict severe pain and stun RoboCop. Jones stated that Directive 4 was his contribution to RoboCop's psychological profile, in order to protect himself from being arrested for his crimes. This directive failed Jones when he held the "Old Man" hostage and was fired by him, allowing RoboCop to kill Jones. Eventually in the second RoboCop movie, RoboCop was given over-three hundred directives which changes his behavior in certain situations until RoboCop electrocuted himself to get rid of every single directive.

In the 2014 RoboCop movie, RoboCop was instead named RC-2000, and instead of the original trilogy having Alex Murphy's memories erased to be RoboCop, his memories was still intact. However, that does not mean that he is free from the influence of OCP. Dr. Dennett Norton, the head scientist of the RoboCop project, can shut RoboCop down anytime he orders it.

Peter Weller played RoboCop in the first two films of the original trilogy. In the third film, he was portrayed by Robert John Burke. In the television series, as well as its successor, he was portrayed by Richard Eden and Page Fletcher respectively. In the 2014 remake, he was portrayed by Joel Kinnaman.

Appearance

RoboCop's appearance varies depending on what Kosmetic Outfit is selected, with his appearances taking inspiration from his origin franchise.

RoboCop's primary appearance is directly taken from the original 1987 film, including a heavily damaged appearance as seen in the film's climax. This appearance can also be changed from the original color scheme to various other colors and can even replace the grey armor plating with bronze, silver or gold. RoboCop can also change his helmet from looking undamaged, partially damaged, or removed entirely like the ending of the original film.

A secondary appearance also takes inspiration from the original film and is a combination of RoboCop's police outfit as Alex Murphy, before his death, while also combining and incorporating RoboCop's cybernetics into the appearance.

Exclusive to Mortal Kombat 11 is a custom NetherRealm Studios style skin that gives him an appearance more resembling a cyborg ninja with the aesthetics in mind, modeling him after the Mortal Kombat 3 version of the cyber ninja outfit used by Cyrax, Sektor and Smoke, with his own unique helmet that features his distinct visor in place of the usual two-eyed visor with the Cyber Lin Kuei wire-hair hanging from the back of his head.

Biography

  • Mortal Kombat 11: "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."

Combat Characteristics

Powers and Abilities

As a human, Alex was known to be an exceptional officer, proficient with firearms and self-defense, and was most known for his ability to bust drug schemes.

Upon being revived as a cyborg, Alex was outfitted with state-of-the-art experimental technology. His new body grants him enhanced strength as well as rendering him bulletproof, making him essentially invincible against conventional firearms. His optics were also enhanced greatly, now able to zoom in and enhance images or even perfectly calculate bullet trajectory, allowing him to hit and kill a target without harming any hostages. He was also outfitted with the ability to record and store data from hard drives with a spike in his wrist, which was sharp enough to be used as a makeshift close-range weapon.

While RoboCop is able to expertly wield any firearm with little effort, he is rarely seen without his signature Auto-9, an exceptionally powerful handgun with a three-bullet rapid fire burst, holstered within his left thigh. He is also outfitted with a weapon assembly, called a Gunarm, that replaces his left hand when in use; this assembly contains a 9mm machine gun, a flamethrower and a small arm mounted missile launcher. His presentation in game affords him duel set shoulder mounted shaped charge and rocket tube dispensers. RoboCop is also equipped with a jetpack to enhance his somewhat-average mobility, though it can also double up as a recharging unit should RoboCop run low on battery. In Mortal Kombat 11, he is also outfitted with a riot shield, razor stilettos in the feet and grenades, as well as the Cobra Assault Cannon from the first movie.

Despite all of RoboCop's technological advances, he requires by regular maintenance and tune-ups from time to time. On top of that, his organic systems needed to be monitored as well; therefore, the scientists working on him, such as Dr. Lazarus, would have to monitor both systems during his rest periods.

RoboCop is also held back by a slew of physical drawbacks. Much like a Terminator, he can be reprogrammed; this means that, should RoboCop fall into the wrong hands, he could be programmed to be incompetent, corrupt officer, or a dangerous threat to society. As he is still partially human, he requires sustenance, regularly needing to be fed baby formula due to his inability to efficiently digest food. The sheer amount of experimental machinery RoboCop carries makes his movement slow and awkward, as opposed to quick and natural human movement.

In addition, while he was inherently programmed with three directives, Serve the Public Trust, Protect the Innocent, and Uphold the Law, shady deals led to a fourth, classified directive being programmed. This directive prevents him from directly harming or acting against any OCP staff member; doing so will result in a force shutdown or incapacitation, though RoboCop has been shown to be able to move in this state. Should an OCP member be fired, with or without due process, RoboCop then has free rein to act against the fired member, as shown in the final scene of the original RoboCop during the death of Dick Jones. This directive, however, has since been removed.

Signature Moves

  • Straight Auto-9: RoboCop pulls out his Auto-9 and fires it straight forward at the opponent. This attack can miss ducking opponents. (MK11)
    • Amplifying the attack has RoboCop fire two more additional shots for increased damage, with the final shot knocking the opponent away. These additional shots do not have an increased hitbox and can miss ducking opponents. When blocked by the opponent, these additional shots create a small pushback effect.
  • High Auto-9: RoboCop pulls out his pistol and fires it upwards diagonally at airborne opponents. This attack can only strike airborne or juggled opponents. This can also be used to extend combos, however the window is small. When used in the corner of an arena, this juggle opportunity is greatly increased. (MK11)
    • Amplifying the attack has RoboCop shoot two more additional shots for increased damage. The original juggle effect is present when amplifying the attack, however RoboCop recovers slightly faster, allowing for additional attacks.
  • Cobra Assault Cannon: RoboCop calls his Cobra Assault Cannon and fires an explosive round at the opponent, knocking them away. (MK11)
    • Amplifying the attack has RoboCop shoot two more additional shots for increased damage that also knock the opponent away full-screen distance. Additionally, the two additional shots have an increased hitbox, allowing it to hit ducking opponents. When blocked by the opponent, the attack creates considerable pushback with each shot, pushing back the opponent full-screen distance when blocked, however RoboCop can still be affected by certain attacks even if this attack is blocked.
    • If the attack is performed on the opponent as a Kounter or a Punish at a close range, the attack turns into a Krushing Blow, where the Cannon shot shatters the opponent's ribcage, dealing almost three times the original damage and causing an increased knockback effect. The attack can not be amplified if this Krushing Blow is successful. This Krushing Blow is capable of triggering on airborne opponents.
  • Riot Shield: RoboCop deploys a collapsible riot shield and holds it in front of himself, where he parries all projectiles, basic attacks, Getup or Flawless Block Attacks and special attacks, with the exception of Low attacks and Fatal Blows, however he can still parry Erron Black's Fatal Blow start-up in its entirety. If RoboCop successfully parries any of these attacks, with the exception of projectiles, he counters by kicking the opponent in the chest, knocking them away and dealing damage. When parrying a projectile, the projectile's damage and properties are completely ignored if they make contact with the shield. (MK11)
    • Amplifying the attack has RoboCop call his Cobra Assault Cannon and fire an explosive round at the opponent, knocking them away and dealing increased damage.
      • If RoboCop parries a Getup Attack or a Flawless Block Attack, the attack turns into a Krushing Blow when amplified, where the Cannon shot shatters the opponent's ribcage, dealing over double the original damage and knocking the opponent away full-screen distance.
        • This Krushing Blow damage can be increased slightly if the opponent is under the effects of a Cheval Trap.
    • Equipping the Subject Control Jinsei Augment modifies Riot Shield, allowing the attack to reflect the opponent's projectile and their properties back at the opponent instead of absorbing them. (MK11 - Jinsei Augment Bonus)
  • Shoulder Crowd Control Cannon: RoboCop fires a grenade from his shoulder-mounted launcher that detonates on impact with the ground, knocking the opponent off their feet. This attack can be used at different ranges, called Close/Far/Very Far Shoulder Crowd Control Cannon, respectively. If RoboCop is attacked before the grenade makes contact with the ground, the grenade will not detonate nor will it deal damage to the opponent. (MK11)
    • Amplifying the attack has RoboCop shoot out a mine that explodes after several seconds, knocking the opponent off their feet should. Very Far Shoulder Crowd Control Cannon can not be amplified. RoboCop is capable of continuing combos after knocking the opponent off their feet when timed correctly.
    • Upgraded: The amplified versions of Shoulder Crowd Control Cannon are modified, where RoboCop fires an electric mine that detonates after an extremely short time, however the opponent is electrocuted instead of being knocked off their feet. Additionally, if the opponent fails to block the attack at the correct time, the electric shock will stun the opponent and set them up for a free hit. (MK11 - Equip Ability)
  • Active & Reactive Patrol: RoboCop draws his Auto-9 while advancing forward or retreating before firing a shot at the opponent. RoboCop can cancel this attack before firing. Canceling the attack requires and spends a bar of Defensive Meter. When advancing or retreating this way, RoboCop is capable of traveling full-screen distance towards or away from the opponent. This ability replaces Straight Auto-9 and High Auto-9 when equipped and conflicts with Low Auto-9 and Trick Shot when equipped, disabling the option to select Low Auto-9 or Trick Shot. (MK11 - Equip Ability)
  • Cheval Trap: RoboCop fires a metal construct from a shoulder-mounted launcher that unfolds into a spiked strip that causes damage-over-time to the opponent if they step onto it. While on the trap, the opponent's ability to dash is disabled, however they can still jump. This attack can be used at different ranges, called Close/Far/Very Far Cheval Trap, respectively. RoboCop can only deploy one Cheval Trap at a time and when trying to, he will shoot nothing from his shoulder launcher. Connecting or being struck by a Krushing Blow or Fatal Blow ends this effect prematurely. This ability replaces Shoulder Crowd Control Cannon when equipped. (MK11 - Equip Ability)
    • Amplifying the attack has RoboCop fire a Tear Gas grenade that deals damage-over-time as long as the opponent remains in the gas. Connecting or being struck by a Krushing Blow or Fatal Blow ends this effect prematurely. If the opponent stays in the gas for too long, they will start coughing, stunning them and setting them up for a free hit. When timed correctly, RoboCop can attack the opponent before they are stunned to extend his current combo. This stun effect also re-stands the opponent. RoboCop can also deploy a Cheval Trap while the Tear Gas is active, however like the original, he can only deploy one at a time. RoboCop cannot amplify Very Far Cheval Trap. Alternatively, if the opponent is close to RoboCop when he launches the grenade, they will take direct damage from the grenade like Shoulder Crowd Control Cannon instead. This direct damage from the Tear Gas grenade also re-stands the opponent. Additionally, the direct impact of the Tear Gas grenade is considered a projectile. RoboCop recovers much faster than the opponent when directly hitting them with the Tear Gas grenade this way.
    • Equipping the Arresting Officer Jinsei Augment doubles the damage-time-effects of both Cheval Trap and its amplified version. (MK11 - Jinsei Augment Bonus)
  • Flamethrower: RoboCop releases a burst of flames from his Gunarm, torching the opponent. RoboCop recovers slightly faster than the opponent if this attack successfully hits. (MK11 - Equip Ability)
    • Amplifying the attack has RoboCop advance forward while keeping the flames active, dealing increased damage. RoboCop recovers much faster than the opponent if this attack successfully hits. When blocked by the opponent, the attack creates considerable pushback, however the attack does not make RoboCop safe when blocked by the opponent when amplified.
  • Terminal Strip: RoboCop pierces the opponent in the stomach with his terminal spike and lifts them up before knocking them away with a punch. This attack is capable of striking an opponent during a Getup Roll, similar to a standard Throw. This ability replaces Riot Shield when equipped. (MK11 - Equip Ability)
    • Amplifying the attack deals increased damage and has RoboCop knock the opponent away full-screen distance. RoboCop is given the option to advance while holding the opponent up, allowing him to travel a fifth of the arena before knocking the opponent away. RoboCop can stop his advance at any time, however RoboCop will stop advancing immediately upon reaching the corner of an arena. RoboCop does not advance if the attack is amplified while in the corner of an arena. The knockback effect and distance remains the same if this is done. RoboCop is also given the option to spin around to punch the opponent in the opposite direction.
    • If the attack is used as a Kounter or Punish to a Getup Roll, the attack turns into a Krushing Blow, with the punch to the chest shattering the opponent's ribcage, dealing over double the original damage and increasing the knockback distance slightly but knocking the opponent to the ground. The attack can still be amplified to grant the travel bonus while holding the opponent up, however the Krushing Blow's damage remains the same nor does the opponent receive the amplified version's knockback effect.
      • This Krushing Blow damage can be increased slightly if the opponent is under the effects of a Cheval Trap.
  • Trick Shot: RoboCop shoots at the camera, making the bullet ricochet towards the opponent. RoboCop can direct where he wants the shot to ricochet, call Close/Far Trick Shot, respectively. Depending on RoboCop's current stance, he will either look at the camera and fire his Auto-9 or ricochet the shot without looking. This ability replaces High Auto-9 when equipped and conflicts with Active & Reactive Patrol when equipped, disabling the option to select Active & Reactive Patrol. (MK11 - Equip Ability)
  • Low Auto-9: RoboCop kneels down and fires his Auto-9 at the opponent's midsection. When firing his Auto-9 this way, RoboCop can dodge incoming projectiles when timed correctly. This ability replaces Straight Auto-9 when equipped and conflicts with both Active & Reactive Patrol when equipped, disabling the option to select Active & Reactive Patrol. (MK11 - Equip Ability)
    • Amplifying the attack has RoboCop fire two more additional shots for increased damage, with the final shot knocking the opponent off their feet. Unlike Straight Auto-9, these additional shots do not produce any pushback.
    • If the attack is used as a Kounter or Punish to a High Projectile and RoboCop dodges said projectile while crouching, the attack turns into a Krushing Blow, with the shot to the midsection now being to the groin, causing blood to splatter, dealing almost four times the original damage, and causing a delayed knockdown effect where the opponent clutches their groin in agony while falling to the ground. The opponent can not be attacked while they fall to the ground nor can the attack be amplified if this Krushing Blow is successful. This Krushing Blow can trigger on airborne opponents that utilize airborne projectiles that travel forwards across the screen.
  • (Air) OCP Charge: RoboCop activates his flightpack in his legs to charge towards his opponent in the air, bashing them with his Riot Shield and knocking them away. The attack can also be used to advance towards or retreat from the opponent in some instances. This attack has armor breaking properties, ignoring the armor granted by specific abilities and Fatal Blows. When breaking the armor of a Breakaway, the attack deals slightly increased damage. (MK11 - Equip Ability)
    • If the attack connects as a Kounter or Punish on a grounded opponent from the maximum distance RoboCop travels or breaks armor, the attack turns into a Krushing Blow, where the impact of the Riot Shield crushes the opponent's skull inward, dealing over three times the original damage. This Krushing Blow can only be triggered by either of these conditions once during the match. Like with the original, when breaking the armor of a Breakaway, the attack deals slightly increased damage.
  • Electric Shield: RoboCop puts his hand on his chest, creating an electric field around his body. During this time, any unblocked attack sustained by RoboCop, with the exception of damage-over-time effects and Fatal Blows, deals minor damage back to the opponent if they are close to RoboCop. Activating this ability cost both a bar of Offensive and Defensive Meter. A bar of Offensive and Defensive Meter is required to activate this ability. Connecting or being struck by a Krushing Blow or Fatal Blow ends this effect prematurely. (MK11 - Equip Ability)
    • Equipping the Legal Limit Jinsei Augment doubles the duration of Electric Shield. (MK11 - Jinsei Augment Bonus)
  • Arm Crowd Control Cannon: RoboCop fires a rocket from his Gunarm that knocks the opponent away full-screen distance on contact. This ability replaces Cobra Assault Cannon when equipped. (MK11 - Equip Ability)
    • Amplifying the attack has RoboCop fire the rocket much faster and deal increased damage. RoboCop is much more safe if this version is blocked by the opponent. Additionally, the attack creates massive pushback. RoboCop can also delay the initial launch of the rocket, where it hovers in place momentarily before flying at the opponent. The attack's hitbox and knockback effect remains the same.
    • Equipping the Lawful Pursuit Jinsei Augment modifies Arm Crowd Control Cannon, causing any rocket fired to track the opponent. The missile can only track the opponent up to a 60 degree angle. (MK11 - Jinsei Augment Bonus)

Fatal Blow

  • ED-209: RoboCop jets at his opponent with his flightpack with his Riot Shield drawn and bashes the opponent. After stunning the opponent with the shield, he quickly shoots the opponent three times with his Auto-9 before bashing them over the back of their head with the firearm. RoboCop then puts his Auto-9 away, grabs the stunned opponent by the throat and pierces their abdominal area with his Terminal Spike, piercing not only the spike but this entire hand and forearm completely through the opponent before launching them towards an ED-209 with a powerful punch, bouncing them off the ED-209 that opens fire onto the opponent with its machine gun before blasting them away with a rocket. (MK11)

Other Moves

  • Throw (Forward): RoboCop grabs his pistol and shoots his enemy three times in the stomach. He then calls his Cobra Assault Cannon and fires an explosive round at the opponent, knocking them away. (MK11)
    • If this is used on an opponent who has failed a Throw Escape during a previous Throw before, the attack turns into a Krushing Blow, where the Cannon shot shatters the opponent's ribcage, dealing over double the original damage. If this is successful, RoboCop can not perform the Krushing Blow version of his Throw (Backward).
      • This Krushing Blow damage can be increased slightly if the opponent is under the effects of a Cheval Trap.
  • Throw (Backward): RoboCop slams the opponent behind himself, strikes them in the back of the head with his Riot Shield and fires a rocket from his Gunarm to knock them away full-screen distance. (MK11)
    • If this is used on an opponent who has failed a Throw Escape during a previous Throw before, the attack turns into a Krushing Blow, where RoboCop crushes the top of their skull with his riot shield, dealing over double the original damage. If this is successful, RoboCop can not perform the Krushing Blow version of his Throw (Forward).
      • This Krushing Blow damage can be increased slightly if the opponent is under the effects of a Cheval Trap.
  • I'd Buy That For A Dollar!: RoboCop delivers two punches to the opponent's abdomen and then finishing with a vertical, overhead chop to the head. The final, overhead chop of this combo is capable of being Flawless Blocked by the opponent, leaving RoboCop vulnerable to Flawless Block Attacks. (MK11)
    • If this combo is performed as a Kounter or a Punish, the combo turns into a Krushing Blow, with the chop to the opponent's head shattering the top of their skull, dealing over double the original damage and knocking the opponent to the ground.
      • This Krushing Blow damage can be increased slightly if the opponent is under the effects of a Cheval Trap.
  • Heavy Hand Of The Law: RoboCop slashes his opponent with his Terminal Spike then blasts them with his shoulder-mounted grenade launcher, knocking them away almost full-screen distance. The combo can be performed in different ways where RoboCop launches the grenade at different distances based on a directional input, called Close/Far Heavy Hand Of The Law. These combos are considered projectiles. (MK11)
  • Uphold The Law: RoboCop knees the opponent in the stomach, followed by a punch and a backhand using his Auto-9, where he finishes the combo by shooting the opponent three times with his Auto-9, where the final shot knocks the opponent away. RoboCop can perform this combo from any where in the arena. The shots of his Auto-9 are considered projectiles, but can miss ducking opponents, which in some cases can leave RoboCop vulnerable, however if the opponent blocks the Auto-9 shots, they create considerable pushback. (MK11)
  • Z Lock: The explosion radius of Shoulder Crowd Control Cannon, its amplified and modified amplified version are doubled. This bonus does not affect combos involving the Shoulder Crowd Control Cannon or Cheval Trap and its amplified version. (MK11 - Jinsei Augment Bonus)
  • Shots Fired: All special attacks that involve RoboCop's Auto-9 fire four additional shots for even more damage. This includes their amplified versions as well. This bonus does not affect his Fatal Blow, Throw (Forward), basic attacks or combos that utilize his Auto-9. (MK11 - Jinsei Augment Bonus)
  • System Shock: Any attack involving RoboCop's Terminal Spike now deal Electric damage. Any Electric damage dealt to the opponent has a 60% chance to inflict them with Shock. Opponents affected by Shock will have a coursing surge of electricity around them for some time, and during this, there is a 20% chance that the Shock will electrocute the opponent, stunning them and setting them up for a free hit. This effect does not apply to the opponent during RoboCop's Fatal Blow when he stabs them in the stomach. (MK11 - Jinsei Augment Bonus)
  • Tactical Defense: Any time RoboCop performs an attack, he gains armor for the attack and takes 100% less damage if he is struck by an attack while this armor is active. RoboCop's abilities to Jump, Dash, or Duck are disabled while this Augment is equipped. (MK11 - Jinsei Augment Bonus)

Fatalities

  • Dead Or Alive: Using his Terminal Spike, RoboCop stabs his opponent's throat, making them bleed profusely. He analyzes the opponent, then blows off one of their hands with his Auto-9. An ED-209 then approaches the opponent, blasting them repeatedly with machine gun fire as RoboCop reaches for his Cobra Assault Cannon, where he shoots and destroys the opponent's upper body, with their arms, head and torso flying off in different directions. (MK11)
  • Thank You For Your Cooperation: RoboCop shoots a grenade from his Gunarm off the opponent's face that flies into the air. As it comes down, RoboCop tracks the grenade and targets to opponent's groin area, where he fires his Auto-9, piercing through their groin area and detonating the grenade with a trickshot, causing the opponent to explode as he walks away, not looking at the explosion. (MK11)

Brutalities

  • The Klassic: RoboCop performs an uppercut, decapitating the opponent with a rising stab of his Terminal Spike with their spine still attached. This Brutality is shared with every character. (MK11)
    • Must not block an attack for the entirety of the final round.
    • A button must be held.
  • Kase Klosed: RoboCop performs his Throw (Forward) only this time instead of calling his Cobra Assault Cannon, he shoots the opponent's kneecaps, forcing them to their knees where he unloads his Auto-9 into their chest. The opponent falls backwards, where RoboCop approaches, stepping on and securing their arm to the ground and blowing off their hand. As the opponent pleads with the cyborg officer, he shoots them in the head, blowing off the top of their head in the process. (MK11)
    • A button must be pressed repeatedly.
    • Will not trigger on Krushing Blow, if it has not been activated during the match.
  • Don't Kount On It Chum: RoboCop performs his Throw (Backward), destroying the opponent's head with his Riot Shield then destroying the rest of their body with a rocket from his Gunarm. (MK11)
    • Certain buttons must be pressed repeatedly.
    • Will not trigger on Krushing Blow, if it has not been activated during the match.
  • That One Time: RoboCop performs a Riot Shield, holding the opponent at gunpoint, where he shoots male kombatants in the crotch, causing them to bleed to death while shooting female kombatants in the head, killing them instantly. (MK11)
    • A button must be held.
  • You're Coming With Me: RoboCop performs a Terminal Strip, only this time, he holds the opponent up by the throat, where he stabs them repeatedly in the stomach with his Terminal Spike. He holds them up with the Spike in their stomach and immolates their upper body with his Flamethrower, leaving their chest and face charred. (MK11)
    • A button must be held.
    • Will not trigger on Krushing Blow, if it has not been activated during the match.
  • Thank You For Not Smoking: RoboCop performs an amplified Straight Auto-9, blowing the opponent's head off with the final shot. (MK11)
    • Must not be close to the opponent.
    • A button must be held.
    • Can be performed during a combo.
    • Can not be performed on a juggled or airborne opponent.
  • Need To Comply: RoboCop performs either a regular or amplified Arm Crowd Control Cannon, blowing up the opponent's torso, leaving only their head in tact that falls and gets stuck between the legs that are still standing upright. (MK11)
    • Must not be close to the opponent.
    • A button must be held.
    • Can not be performed on a juggled or airborne opponent.
  • Your Move, Creep: RoboCop performs either a regular or amplified Cobra Assault Cannon, where one of the shots that destroys the opponent's entire body but leaves their shins, forearms and head intact. (MK11)
    • Must not be close to the opponent.
    • A button must be held.
    • Can not be performed on a juggled or airborne opponent.
  • Let's Step Outside: RoboCop performs a Trick Shot only this time, the bullet ricochets off multiple surfaces before piercing through the opponent's face, destroying their lower jaw and causing the back of their head to explode. (MK11)
    • Must not be close to the opponent.
    • A button must be held.
  • Air Kontrol: RoboCop performs an (Air) OCP Charge, causing the opponent to completely explode from the impact from of his Riot Shield. (MK11)
    • The opponent must be airborne.
    • A button must be held.
    • Will not trigger on Krushing Blow, if it has not been activated during the match.
  • Secret Directive Klassified Brutality: RoboCop performs his Directive Klassified combo, decapitating the opponent with the final punch and sending their head flying. (MK11 - Secret)

Other Finishers

  • Friendship - Breakin' It Down: RoboCop stops and performs a robot dance while wearing an OCP chain, with a cassette player placed on the ground playing. The camera takes on a VHS filter while RoboCop is dancing. (MK11)

Quotes

Mortal Kombat 11 Gameplay

  • "They will fix you." (Round Win quote)
  • "Do not assault police officers." (Round Win quote)
  • "You have the right to remain silent." (Round Win quote)
  • "You are under arrest." (Round Win quote)
  • "You are persistent." (Round Win quote)
  • "You have been through an emotional shock." (Round Win quote)
  • "I am authorized to use deadly force." (Round Win quote)
  • "Bad language makes for bad feelings." (Round Win quote)
  • "Put down the guns!" (Round Win quote)
  • "You are persistent." (Round Win quote)
  • "Don't move, chum." (Round Win quote)
  • "You are wanted: dead or alive." (Brutality quote)
  • "I must go. Somewhere, there is a crime happening." (Brutality quote)
  • "I uphold the law." (Brutality quote)
  • "Thank you for your cooperation. Goodnight." (Brutality quote)
  • "You are under arrest, dirtbag." (Under Arrest Victory Quote)
  • "Crime does not pay." (On the Record Victory Quote)
  • "You are coming with me." (Round Win and Apprehended Victory Quote)
  • "Stay down." (Quote during Match)
  • "Don't move." (Quote during Match)
  • "Freeze." (Quote during Match)
  • "Give it up." (Quote during Match)

Ending

  • Mortal Kombat 11: "OCP built me to serve the public trust, protect the innocent, and uphold the law. So when I found Kano dealing arms to Old Detroit's gangs, I had one duty: Apprehend him. I never thought the chase would take me to a different universe, let alone end in a fight with Kano's protector, Kronika. And when Kronika went down, something unexpected happened. Her power washed over me, sweeping away the limits my designers had put on my programming. For the first time, I saw the depth of OCP's corruption. It wasn't just a couple of greedy executives...it was the whole damned company. OCP is making a killing playing both sides, selling to cops and criminals. When I get home, I am bringing them to justice. It will not be fast or easy. OCP has too much cash, and too much firepower, for me to clean things up alone. It is a good thing this'll be an "inter-agency" effort. Welcome to the future of law enforcement."

Trivia

General

  • RoboCop is the third guest character to not be a villain. The first was Kratos and the second was Spawn, with Rambo following after.
    • He is, however, the first guest character to truly be a good character, followed by Rambo, as Kratos is closer to anti-hero status while Spawn himself is an anti-hero.
      • The Terminator could possibly fall into this category, however the character's alignment in its origin franchise varies between films.
  • Mortal Kombat 11 marked the second game where RoboCop and the Terminator have crossed-over, the first one being RoboCop Versus The Terminator, based off the comic of the same name. This is referenced in the intro dialogue if both characters are selected, where RoboCop asks "Haven't we done this before?"
    • It is also the second Mortal Kombat game where two guests characters cross over from their respective franchises and meet each other again in Mortal Kombat, this happening in Mortal Kombat X with not only the Alien and the Predator, but also Jason Voorhees and Leatherface.
      • The Alien and Predator hail from their respective franchises alongside their shared Alien vs. Predator franchise.
      • Jason and Leatherface have crossed over in several comic books, but never in film or video games like the Alien and Predator.
  • RoboCop is the third character in the Mortal Kombat franchise to have their original movie actor reprise their role in the games, the first being Freddy Krueger in Mortal Kombat (2011), Shang Tsung in Mortal Kombat 11 and later followed by Rambo also in Mortal Kombat 11.
    • He is also the fourth guest character where the original actor reprised the role for the character's guest appearance, the first being Kratos, the second being Freddy Krueger, and the third being Spawn.
  • RoboCop is the second cyborg guest character featured in the series. The first was the Terminator, however between the two, the Terminator is the first pure cyborg, as RoboCop was formerly human.
    • He is also the fourth science fiction character, after the Predator, the Alien and the Terminator.
  • RoboCop's name was initially used as a placeholder for Cyrax in a beta version of Mortal Kombat 3.
  • RoboCop was given an exclusive skin resembling the cyborg ninjas featured in Mortal Kombat 3. [2] Spawn was also given a Mortal Kombat exclusive skin, making him look similar to the male ninja characters and gaining an onyx mask.
    • This idea could have been taken from Scorpion, Sub-Zero, and Raiden's guest appearances in the Injustice series, as all three received exclusive redesigns for their guest appearances.
  • RoboCop uses a modified version of his Gunarm to perform specific attacks during gameplay, retaining the original flamethrower and rockets, however it lacks the machine gun and can fire grenade launcher rounds. Additionally, RoboCop does not need to remove his hand to fire it, and for gameplay purposes, rotates between both arms for use rather than only his left arm.
    • Additionally, RoboCop was given a shoulder-mounted grenade launcher that fires different types of grenades, including grenade launcher rounds, tear gas, mines and even a spike strip.

Mortal Kombat 11

  • One of Jax's interactions with the Joker quotes RoboCop's famous line "Dead or alive, you're coming with me".
    • One of two responses to this line has the Joker say "Whatever you say, robo-cop".
  • Both of RoboCop's Fatalities are references to the first movie:
    • His finisher with ED-209 triply references Boddicker's, Kinney's and his own death scene as Alex Murphy.
    • His second one is a reference to his first outing where he shoots a crook in the crotch while avoiding hitting his held hostage.
  • Despite the ED-209 being an enemy of RoboCop's in his origin franchise, one assists him during his Fatal Blow and Dead Or Alive Fatality. This could be explained in his Urban Pacification intro, as it has him use his Terminal Spike on an ED-209, possibly reprogramming it to assist him.
  • RoboCop's Kase Klosed Brutality is a reference to his own demise in the original 1987 film of the same name, where Alex is tortured with repeated shotgun blasts to his Kevlar vest, before being finished with a headshot. If RoboCop does this brutality on himself, he will say “Again?”
  • If the player chooses RoboCop with Johnny Cage as an announcer, Cage will say "Hey there Buckaroo", a reference to a 1984 film Buckaroo Banzai which stars Peter Weller.
  • In his ending, RoboCop's chosen fellow Kombatants that he brings back to his Detroit to bring OCP to justice are Sonya, Jax, Stryker and an unburnt Kabal in his police uniform, all resembling their appearances in Mortal Kombat (2011).
    • In the ending, Kronika's power infusing RoboCop also manifests by changing his armor to be more updated and with a gold motif accent similar to that of Kronika and the Hourglass.
    • Murphy's interactions with Jax indicates he would've welcomed meeting a fellow officer, with the former SF commander fondly coining Stryker as super cop in one of their interactions.
  • It is revealed through interactions with many characters and in RoboCop's Arcade ending that Kano is a primary target of RoboCop, revealing Kano had committed many crimes in RoboCop's universe.
  • RoboCop is one of six announcers for Mortal Kombat 11 and one of five unlockable announcers. The other four are Kronika, Shao Kahn, Raiden and Johnny Cage.
    • He is also the first guest character to be an announcer for any game in the series.
  • Similar to the Terminator and his Ion Grenade Kustomizable, the names of RoboCop's Auto-9 and Cobra Assault Cannon makes several references to the Mortal Kombat series and other media based on the items' names.
    • The names of his Auto-9 make references to the Mortal Kombat series;
      • The LK-4D4 Cyber Firearm is a direct reference to the cyborg ninja Cyrax.
      • The 32:095 Moloch Sidearm is a reference to the oni Moloch.
      • The Torr Ferra TS-041 is a reference to the unidentified symbiotic characters Ferra & Torr.
      • The Tasia 19LQ4 Heavy Handgun is a reference to the Black Dragon member Tasia.
      • The Zaterra G-308 is a reference to the realm of Zaterra, the home realm of the Saurian Reptile.
      • The Motaro 25 is a reference to the Centaurian and recurring sub-boss character Motaro.
      • The RaiCho Type-M Firearm is a reference to the Outworld-born master of the Drunken Fist, Bo' Rai Cho.
    • The names of his Cobra Assault Cannons make references to events in American history;

Errors

  • When fighting Kronika in the game's Story Mode as Fire God Liu Kang, it is possible she will call upon RoboCop to fight for her when using her Duplicate Fighter Ability despite him being a non-canon downloadable guest character. This can also happen with the Terminator, the Joker, Spawn and Rambo.[3]
    • This can also occur in Aftermath during Shang Tsung's fight with Kronika.
  • When RoboCop performs his Kase Klosed Brutality, his Auto-9 incorrectly swaps hands when he unloads its magazine into the opponent's torso.
  • During RoboCop's Dead Or Alive Fatality, the opponent screams after he stabs them in the throat with his Terminal Spike, however the opponent's mouth is hardly open enough for them to scream as such.
  • RoboCop can perform his Need To Comply Brutality with a regular Arm Crowd Control Cannon despite the requirement needing the amplified version.
  • When performing his You're Coming With Me Brutality, if RoboCop has his back turned towards the screen, when performing the Brutality, he incorrectly swaps sides, resulting in his opposite arm randomly holding up the opponent with his Terminal Strip.
  • When performing his Your Move, Creep Brutality, RoboCop can amplify the attack, resulting him firing the additional shots at the already destroyed opponent.
    • Additionally, like his Need To Comply Brutality, it does not state that RoboCop can perform the Brutality with with an amplified Cobra Assault Cannon, however if any of the additional shots were to reduce the opponent to 0 health, they will still explode.
  • When amplifying Flamethrower, there is a chance RoboCop does not become highlighted to signify that the attack was amplified, however the Offensive Meter is still spent.
  • When utilizing Low Auto-9, it is possible to trigger its Krushing Blow on the amplified version of the attack on any of the additional shots, however this is impossible to perform in an actual match. This is present in Practice Mode with Easy Krushing Blows enabled, however why the additional shots can trigger the Krushing Blow is currently unknown.
  • When RoboCop performs his Throw (Forward) Krushing Blow while the opponent is in the corner of the arena, RoboCop is immediately sent backwards while the opponent remains in place.
  • Despite Cheval Trap's original version not being a damaging projectile or considered a projectile at all, the trap can be destroyed by Erron Black's Scud Shot despite not actually being a projectile.

References

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