Fist of Glory (1) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
2.00 / 0.30 / 0.0003 | High | 8 | 2 | 19 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
13 | 3 | -1 | -1 | - |
A subpar jab. Like all jabs, it's used for anti-airs, conventional tick throws, and punishes for when mid strings would be too slow, though its mediocre frame data and very short horizontal range make it harder than other jabs to use in these roles. Characters that do not lean forward in their default pose (such as Sub-Zero) can avoid this jab at the practice mode "Close" distance. Starts the 121 string, which can be used by itself as a weak auto shimmy or with Commando and Leopard Krawl for low-damage mixups.
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| | | rowspan=6 | '''Boot Bash (3)''' | ||
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! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | |||
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| 5.00 / 0.75 / 0.0008 || High || 12 || 3 || 23 | |||
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! '''Cancel''' || '''Hit Adv.''' || '''Block Adv.''' || '''F/Block Adv.''' || '''Cost''' | |||
|- | |||
| 17 || 3 || 1 || 1 || - | |||
|- | |||
| colspan=5 style="text-align: left;" | Rambo's only plus standing normal without a meaty. Creates a bit of pushback, causing most D1 and D3 attacks to whiff. Due to it being a high and lacking string followups, it is very vulnerable to getting mashed on. | |||
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Revision as of 20:20, 2 May 2023
John Rambo #MK11_RAM | |
---|---|
John J. Rambo is a former United States Special Forces soldier deeply haunted by his time in Vietnam. He is rough, aggressive and is well known for entering exceptionally dangerous situations alone. Rambo has reactivated his ruthless fighting skills to infiltrate the MK universe. | |
Data | |
Health | 1000.00 |
Hitbox | Male |
Introduction
Rambo uses space control and continuous low damage mixups to outlast his enemies in a battle of attrition, then makes hard reads to finish them with deadly Krushing Blows.
Strengths | Weaknesses |
---|---|
|
|
Movelist
Normals
121
Mad Minute (12) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
3.00 / 0.45 / 0.0005 | Mid | 11 | 3 | 23 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
16 | 9 | -9 | -9 | - |
A small knife slash. Limited range, almost no forward advancement, and surprisingly bad frame data (including being punishable on block at -9) makes it very weak in comparison to other mid jab followups. Can be used to stagger with the threat of 121, but Rambo has better strings for that. |
Code of Honor (121) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
7.00 / 1.05 / 0.0011 | Mid | 19 | 3 | 31 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
- | 14 | -2 | -7 | - |
Decently ranged knife thrust that ends the 121 string. -2 on block with large pushback and a Flawless Block gap. Slightly longer recovery makes it less plus on hit than expected, though it is one of Rambo's few knockdowns that leaves the enemy close. Has a similar animation to a regular throw, though its efficacy as an auto shimmy is somewhat dubious with the slow recovery of 12. The gap is also troublesome, as he lacks a special that would immediately catch a Flawless Block attempt.
|
Don't Push It (121+3) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
8.00 / - / - | Grab, High | 18 | 2 | 31 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
- | 14 | - | - | Requires Commando kustom move |
Alternate string-grab followup to 12 that requires Commando to use, giving Rambo a canned low-damage mixup off his jab. Like all string-grabs, it can snag enemies in standing hitstun. Compared to an auto shimmy it deals less damage and cannot Krushing Blow, but it is much harder to avoid, having only one frame of difference from 121.
|
B1
Basic Training (B1) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
3.00 / 0.45 / 0.0005 | Mid | 18 | 2 | 26 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
21 | 13 | -6 | -6 | - |
Slower, advancing mid. Starts B121, a crucial string with two overheads, and the only one of Rambo's overhead strings that cannot be full combo punished. Generally too slow to use in neutral or turn-taking, but the startup is well-timed to allow for oki off most of Rambo's knockdowns. With Leopard Krawl equipped this string becomes far deadlier, giving two special cancel points that each turn into a three-way mixup. |
I'll Give You A War (B12) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
3.00 / 0.45 / 0.0005 | Mid | 17 | 2 | 29 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
22 | 10 | -9 | -9 | - |
Overhead stab, the first of two overheads in B121. Surprisingly small hitbox makes it prone to whiff against aerial enemies even if the first part landed. |
Lethal Tactics(B121) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
7.00 / 1.05 / 0.0011 | Overhead | 16 | 2 | 27 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
- | 31 | -7 | -7 | - |
Big overhead punch, the second of two overheads in B121. Gives a lengthy knockdown, enough to allow Rambo to dash up and oki with B1 midscreen. In the corner, Rambo can either short hop or stance switch to framekill into another B1, though the timing is very tight. -7, so be careful about characters with a 6 frame D1. Against characters without one, a blocked B121 can be used to set up a Flawless Block. |
F1
Bloody Knuckles (F1) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
2.00 / 0.30 / 0.0003 | Mid | 11 | 3 | 24 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
16 | 8 | -7 | -7 | - |
Mid that starts the F122 string for meterless combos. Tied as his fastest standing mid with B2, though its horizontal range (for the first attack) is much greater. Rarely used outside of punishes, though it can be used for higher reward on shimmy attempts. With Commando or Leopard Krawl equipped, F122 becomes more useful, allowing Rambo to confirm into a combo on hit and do some low-damage mixups on block, though aware enemies can negate this entirely by flawless blocking F12. |
First Blood (F12) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
3.00 / 0.45 / 0.0005 | Mid | 18 | 3 | 31 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
23 | 10 | -7 | 7 | - |
Mid followup to F1 with good range, though a large gap. Has the unique property where any followups are disallowed if Flawless Blocked, greatly hampering its use as a mixup string. If the enemy has demonstrated this awareness, avoid this string entirely outside of punishes.
|
The Last One (F122) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
7.00 / 1.05 / 0.0011 | Overhead | 20 | 3 | 34 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
- | 47 | -30 | -30 | - |
Last part of the F122 meterless combo string. Great pushback, but absurdly unsafe on block. Only usable for starting juggles, as landing this mid-juggle will make them drop much faster than expected. With Commando or Leopard Krawl, F122 on block becomes a potentially high reward option, even an unbreakable robbery option if Fatal Blow is available. Commando also allows Rambo to follow this up with a highly plus B31+3 restand to restart his gameplan. |
Expendable (F121+3) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
8.00 / - / - | Grab, High | 18 | 2 | 32 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
- | 14 | - | - | Requires Commando kustom move |
Alternate string-grab ender to F12 that side switches. Used to encourage the enemy to let go of block, thus opening them up to F122; an exceedingly risky mix, but a mix nonetheless. Gives the same frame advantage and distance as a back throw. |
2
Nose Buster (2) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
3.00 / 0.45 / 0.0005 | High | 9 | 2 | 22 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
15 | 12 | -2 | -2 | - |
Heavier jab, with better vertical and horizontal range than 1 while only being one frame slower. Better at anti-airing than 1, but causes a faster drop, making it harder to continue the combo. Starts 222, a string that is safer and more forward advancing than 121 but offers less mixup opportunities. |
Mission Accomplished (22) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
3.00 / 0.45 / 0.0005 | Mid | 16 | 3 | 22 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
25 | 11 | -3 | -3 | - |
Mid punch followup to 2, with decent forward advancement. Mid with a high hitbox, meaning that while it will catch neutral ducks and crouching normals, dedicated low profiles will still work against it. Has a tiny gap that is too small to mash, jump, or Flawless Block. Decent recovery and only being -3 makes it a workable choice for staggers and Leopard Krawl mixups, but 222 comes out a little too early for it to be truly effective. |
I'd Die For It! (222) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
7.00 / 1.05 / 0.0011 | Mid | 16 | 3 | 31 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
- | 28 | -7 | -7 | - |
Big mid punch that ends 222. Very forward advancing and highly plus on hit, though the knockback can make it hard to oki midscreen. Yet another move that is -7, so watch out for 6-frame D1 characters. |
B2
KA-BAR Slash (B2) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
3.00 / 0.45 / 0.0005 | Mid | 11 | 3 | 25 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
18 | 13 | -1 | -1 | - |
Very short range knife slash. Only -1 on block and up to +1 with a meaty, making it a useful stagger. Starts B221, an extremely important string that does just about everything but anti-air and whiff punish, and Rambo's primary string for turn-taking and close-range aggression without a knockdown. |
Day By Day (B22) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
3.00 / 0.45 / 0.0005 | Mid | 15 | 3 | 25 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
22 | 12 | -6 | -6 | - |
Followup to B2 with surprising range. B22 forms Rambo's primary stagger and hit confirm when on the offensive; go into B221 on hit, and stagger with the threat of B224 on block. |
No More POWs(B221) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
7.00 / 1.05 / 0.0005 | Mid | 13 | 3 | 30 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
16 | 20 | -11 | -11 | - |
High damage punch that ends B221. Can be special move cancelled, making it a crucial part of combo extensions for maximum damage and corner carry. -11 on block, though the special move cancel can somewhat remedy that. Puts the enemy airborne on hit, allowing Rambo to combo into FUBAR (DBF1) if they started grounded; for enemies mid-juggle, additional hits must be added to cause more gravity, otherwise the B221 will knock them too high and the FUBAR will whiff. If these combos are too difficult B33 can be used instead, sacrificing damage and corner carry. Unfortunately too fast to cover against B224 Flawless Block attempts. |
Diddy-Bopping(B224) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
9.00 / 1.35 / 0.0014 | Overhead | 21 | 5 | 43 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
- | 24 | -1 | -6 | - |
Massive overhead drop kick, and the primary threat behind the B22 stagger. Reaches magnificently far and is only -1 on block, though it has a Flawless Block gap and is absolute death on whiff. Will catch any enemy who tries to jump after B22, making it much more useful with Leopard Krawl equipped. |
F2
Knockout Punch (F2) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
5.00 / 0.75 / 0.0008 | Mid | 13 | 3 | 29 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
17 | 9 | -5 | -5 | - |
Rambo's best singular normal. F2 has superb range, good damage, and strong cancel advantage, allowing it to combo or frametrap into nearly any special move midscreen. Unfortunately its string followups aren't as solid. Starts F211, used for whiff punishes, mixups, and confirms. |
Civilian Life(F21) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
5.00 / 0.75 / 0.0008 | Mid | 30 | 2 | 31 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
34 | 10 | -6 | -16 | - |
Rambo grabs a rock. Very long ranged, though its extremely long startup makes easy to Flawless Block, and a poor choice for oki. With Leopard Krawl, F21 becomes far more useful. The stance attacks allow Rambo to play around the Flawless Block gap, and F2~Leopard Krawl is a visual mixup with F21.
|
Blood Trail(F211) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
7.00 / 1.05 / 0.0011 | Overhead | 17 | 2 | 32 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
- | 7 | -10 | -10 | - |
Overhead rock bop with surprising damage that ends F211. Unsafe at -10, but short-ranged characters will be pushed out of full combo range. Rambo's best damage midscreen for confirming F21 (without Fatal Blow or Savage Slide KB) and leaves the enemy very close, though the frame advantage is very short. Confirm into Whip Trap instead for better advantage and greater distance. |
Most Ricky-Tick (F214) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
5.00 / 0.75 / 0.0008 | Mid | 14 | 3 | 28 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
- | 18 | -4 | -4 | - |
Alternate, mid ender to F21. Less damage and not an overhead, but completely safe (given the enemy didn't flawless block F21 already) and with much greater pushback. Allows Rambo to attempt a spacing trap by backdashing into B33, though longer range attacks will catch this (while themselves being vulnerable to mashing). |
3
Boot Bash (3) | ||||
Damage | Guard | Startup | Active | Recovery |
---|---|---|---|---|
5.00 / 0.75 / 0.0008 | High | 12 | 3 | 23 |
Cancel | Hit Adv. | Block Adv. | F/Block Adv. | Cost |
17 | 3 | 1 | 1 | - |
Rambo's only plus standing normal without a meaty. Creates a bit of pushback, causing most D1 and D3 attacks to whiff. Due to it being a high and lacking string followups, it is very vulnerable to getting mashed on. |
B3
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
5.00 / 0.75 / 0.0008 | Mid | 12 | 3 | 31 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
15 | -1 | -6 | -6 | - | |||||||
Important, but flawed normal that starts the B33 string. Used for backdash spacing traps (due to its back input) and combo construction. With Snare Trap (DB3) equipped, B33 becomes a more damaging and rewarding alternative for shimmies to B22, but gives less mixup and stagger options on block. -1 on hit and 31 recovery frames makes it a poor choice for a single hit stagger. |
F3
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
7.00 / 1.050 / 0.011 | High | 16 | 3 | 27 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
20 | 17 | -3 | -3 | - | |||||||
A spinning kick with excellent range and forward advancement, enough to reach from round start. Used to close the distance, continue U2 combos, and minimize the potential breakaway points of a juggled enemy. Generally too fast to duck and punish on reaction, though it is completely punishable on a read and can be stuffed by preemptive ground pokes. |
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 | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
13.00 / 0.00 / 0.00 | Grab, High | 10 | 2 | 34 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
- | 14 | - | - | - | |||||||
Krushing Blow: Activates if Rambo has not JUMPED, been KNOCKED DOWN, or LAUNCHED for 10 seconds. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
13.00 / 0.00 / 0.00 | Grab, High | 10 | 2 | 34 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
- | 14 | - | - | - | |||||||
Like his forward throw, Rambo's back throw has a long animation for building the forward throw KB. Puts a fair amount of distance between the two fighters, allowing him to start a spacing game. |
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