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Based off the doctor's incarnation in The Adventures of Sonic the Hedgehog, this version contains wonky sprites and many spammable moves with various infinites as a result. With plenty of copies of its own nincombots, it'll be sure to take down that pesky hedgehog quite quickly.

Youtube Poop Robotnik (Robotnik)
RRRobotnikPort
Character portrait

Creator

FredderyII

Download

MediaFire

Resolution

Low

Gameplay[]

FredderyRobotnikIdle

Robotnik uses a six button layout with all 18 required Normals, but many of them have projectile properties. Oddly enough, standing B has a superpause, despite not using any Power, or being classified as a Hyper at all. This can be abused to the point where it can become an infinite.

Robotnik is able to chain its punches together, but not its kicks, due to the aforementioned problem. Otherwise, Robotnik is very much a zoning character, due to its projectile orientation. It has three Specials, all of which resemble strikers, but are actually projectiles. Grounder Attack can infinitely trap the opponent if it is in the corner. Scratch Attack can be spammed similarly, but due to the projectile aiming upwards, can only juggle opponents a certain amount of times. Scratch and Grounder Attack is very overpowered, taking into account that no Power is needed for it.

Robotnik doesn't seem to have a custom A.I. As such it uses Kung Fu Man's default A.I, making it an easy opponent, as it doesn't spam its Specials.

Stats[]

Life
1000

Power
3000

Attack
100

Defence
100

Movelist[]

Hovering the mouse cursor over the Command Input icons will display text that refers to the inputs set in M.U.G.E.N's Key Config.

Icons encased in square brackets [ Down ] require the respective button(s) to be held down. Hovering the mouse cursor over the icon displays the hold duration if applicable.

Specials[]

Standing Medium Kick
Command Input Properties
B Move is attributed as a projectileMove can hit opponents that are lying on the groundMove knocks down opponent on hit*
FredderyEggmanS1
Crouching Strong Kick
Command Input Properties
[ Down ]+C Move is attributed as a projectileMove can hit opponents that are lying on the groundMove knocks down opponent on hit*
FredderyEggmanS2
Jump Light Punch
Command Input Properties
X Move can only be used while airborneMove is attributed as a projectileMove can hit opponents that are lying on the groundMove knocks down opponent on hit*
FredderyEggmanS3
Jump Medium Punch
Command Input Properties
Y Move can only be used while airborneMove is attributed as a projectileMove can hit opponents that are lying on the groundMove knocks down opponent on hit*
FredderyEggmanS4
Jump Light Kick
Command Input Properties
A Move can only be used while airborneMove is attributed as a projectileMove can hit opponents that are lying on the groundMove knocks down opponent on hit*
FredderyEggmanS5
Jump Medium Kick
Command Input Properties
B Move can only be used while airborneMove is attributed as a projectileMove can hit opponents that are lying on the groundMove knocks down opponent on hit*
FredderyEggmanS6
Scratch and Grounder Attack
Command Input Properties
Z+C Move is attributed as a projectileMove can hit opponents that are lying on the groundMove knocks down opponent on hit*
FredderyEggmanS7
Scratch Attack
Command Input Properties
A+B Move is attributed as a projectileMove can hit opponents that are lying on the groundMove knocks down opponent on hit*
FredderyEggmanS8
Grounder Attack
Command Input Properties
X+Y Move is attributed as a projectileMove can hit opponents that are lying on the groundMove knocks down opponent on hit*
FredderyEggmanS9

Palette Gallery[]

RRRobotnikPalette
Button-a
rrrobotnik

Victory quotes[]

This character does not have any victory quotes, meaning it uses the screenpack's default.

Videos[]

Edits[]

This character has not been edited.
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