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|image = Mk11-rambo-splash.png|300px|thumb|center | |image = Mk11-rambo-splash.png|300px|thumb|center | ||
|hp = 1000.00 | |hp = 1000.00 | ||
|hitbox = | |hitbox = | ||
|lore = | |lore = | ||
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. | 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. | ||
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<br> | <br> | ||
== Introduction == | == 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. | 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. However, his lack of proper close-range potential, limited combo options, and lacking kustom abilities leaves him in a far weaker state than the rest of the roster, requiring a lot of effort to play effectively. | ||
{{ProConTable | {{ProConTable | ||
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* '''Good Jumping Attacks:''' Rambo has strong jumping attacks, with a down-reaching J1 that's easy to make plus, a J2 that can be up +15 on block, and a large jump kick. | * '''Good Jumping Attacks:''' Rambo has strong jumping attacks, with a down-reaching J1 that's easy to make plus, a J2 that can be up +15 on block, and a large jump kick. | ||
* '''Great Dashes:''' Rambo has quick dashes and a fast forward walk speed. | * '''Great Dashes:''' Rambo has quick dashes and a fast forward walk speed. | ||
* '''Deadly in the Corner:''' In the corner, Rambo's strike-throw gameplan becomes much deadlier, using Hunting Bow confirms and B31+3 to keep the enemy standing. | * '''Deadly in the Corner:''' In the corner, Rambo's strike-throw gameplan becomes much deadlier, using Hunting Bow confirms and B31+3 to keep the enemy standing. The corner also allows Rambo to stay close after what are normally distant knockdowns, allowing him to loop one mixup into another much more easily. | ||
* '''Dangerous Krushing Blows:''' Rambo switches from attrition to kill mode when fishing for his KBs, most of which require hard reads but reward him with devastating initial damage and usually DOT. | * '''Dangerous Krushing Blows:''' Rambo switches from attrition to kill mode when fishing for his KBs, most of which require hard reads but reward him with devastating initial damage and usually DOT. | ||
|cons= | |cons= | ||
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* '''Next to No Reward Off Jabs:''' Rambo cannot turn his jabs into combos of any kind, nor does he have a special move that gives him substantially better reward on hit than simply finishing the jab string; the best thing he can do is cancel into amplified Savage Slide (BF4) to build towards the KB. | * '''Next to No Reward Off Jabs:''' Rambo cannot turn his jabs into combos of any kind, nor does he have a special move that gives him substantially better reward on hit than simply finishing the jab string; the best thing he can do is cancel into amplified Savage Slide (BF4) to build towards the KB. | ||
* '''Mediocre Range:''' Rambo has a few normals with good range for their speed, such as F2 and F3, but for the most part his range is lackluster, forcing him to use dash cancels to connect his attacks. | * '''Mediocre Range:''' Rambo has a few normals with good range for their speed, such as F2 and F3, but for the most part his range is lackluster, forcing him to use dash cancels to connect his attacks. | ||
* '''Uneven Gameplan:''' Rambo's forward throw KB is an important aspect of his offensive and defensive gameplan, but using his jumping attacks or his 4, F4, and B224 normals resets its timer. | * '''Uneven Gameplan:''' Rambo's forward throw KB is an important aspect of his offensive and defensive gameplan, but using his jumping attacks or his 4, F4, and B224 normals resets its timer. Many of his core mixup tools also put the enemy fullscreen, allowing him to start a zoning game but making it difficult to continually mix the enemy. | ||
* '''Scarce Low Attacks:''' Beyond universal low attacks, Rambo's only lows are in Leopard Krawl, Savage Slide, and Snare Trap, the latter two being entirely reactable. | * '''Scarce Low Attacks:''' Beyond universal low attacks, Rambo's only lows are in Leopard Krawl, Savage Slide, and Snare Trap, the latter two being entirely reactable. | ||
* '''Vulnerable to 6-Frame Attacks:''' Many of Rambo's strings have six-frame mashable gaps. Other normals leave him at -7, allowing fighters with 6-frame attacks to punish. | * '''Vulnerable to 6-Frame Attacks:''' Many of Rambo's strings have six-frame mashable gaps. Other normals leave him at -7, allowing fighters with 6-frame attacks to punish. | ||
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{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_2.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
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{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_22.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
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{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_222.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
Line 289: | Line 289: | ||
| - || 28 || -7 || -7 || - | | - || 28 || -7 || -7 || - | ||
|- | |- | ||
| colspan=5 style="text-align: left;" | | | colspan=5 style="text-align: left;" | Bigger 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. | ||
|} | |} | ||
</tabber> | </tabber> | ||
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{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_b2.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
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{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_b22.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
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{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_b221.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
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{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_b224.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
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{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_f2.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
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| 17 || 9 || -5 || -5 || - | | 17 || 9 || -5 || -5 || - | ||
|- | |- | ||
| colspan=5 style="text-align: left;" | Rambo's best singular normal | | colspan=5 style="text-align: left;" | Rambo's best singular normal, with superb range, good damage, and strong cancel advantage, allowing it to combo or frametrap into nearly any special move midscreen. Unfortunately the string followups aren't quite as solid. Starts F211, a versatile if flawed string for aggressive whiff punishes, hit confirms, approaches, and mixups. | ||
|} | |} | ||
|-|F21= | |-|F21= | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_f21.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
Line 392: | Line 392: | ||
| 34 || 10 || -6 || -16 || - | | 34 || 10 || -6 || -16 || - | ||
|- | |- | ||
| colspan=5 style="text-align: left;" | Rambo | | colspan=5 style="text-align: left;" | Exceptionally advancing followup to F2. An important attack, as long as its weaknesses are properly acknowledged. F21 is Rambo's string of choice for aggressive whiff punishes, typically involving forward dash (as opposed to B33, his string of choice for defensive, backdashing whiff punishes). Extremely easy to hit confirm, though the midscreen reward is not the biggest in most circumstances as F211 deals the same damage as a Whip Trap, and it cannot combo into Snare Trap. In the corner, F21 can be confirmed into Hunting Bow for much greater reward, though the manual timing on the bow release requires practice. F21 is also ideal for applying Fatal Blow, having decent damage, no bounce, superb range, and an easy confirm. Extremely long startup makes it vulnerable to Flawless Block and easily punishable with delayed getup - do not use for oki.<br><br>With Leopard Krawl, F21 becomes even more useful. The stance attacks allow Rambo to play around the Flawless Block gap, and F2~Leopard Krawl is a visual mixup with F21. Cancelling F21 into Leopard Krawl turns it into a three-way mixup. | ||
* Trades with 7-frame attacks, interrupted by 6-frame attacks. | * Trades with 7-frame attacks, interrupted by 6-frame attacks. | ||
|} | |} | ||
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{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_f211.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
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| - || 7 || -10 || -10 || - | | - || 7 || -10 || -10 || - | ||
|- | |- | ||
| colspan=5 style="text-align: left;" | 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. | | colspan=5 style="text-align: left;" | 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. Can be used with Leopard Krawl or even Savage Slide to mix the enemy if they blocked F21. | ||
|} | |} | ||
|-|F214= | |-|F214= | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_f214.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
Line 423: | Line 423: | ||
| - || 18 || -4 || -4 || - | | - || 18 || -4 || -4 || - | ||
|- | |- | ||
| colspan=5 style="text-align: left;" | Alternate, mid ender to F21. | | colspan=5 style="text-align: left;" | Alternate, mid ender to F21. Exchanges damage and overhead directionality for a much more favorable situation on block, being only -4 with much better pushback - provided the enemy didn't flawless block F21 already. Immediately sets up a B33 spacing trap, though longer range attacks will catch this (while themselves being vulnerable to mashing). Distant knockback on hit can be useful to start a spacing game, though confirming F21 into Whip Trap will also accomplish this while giving more damage. | ||
|} | |} | ||
</tabber> | </tabber> | ||
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{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_d2.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit (on KB), on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit (on KB), on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
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{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_3.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
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{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_b3.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
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{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_b33.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
Line 499: | Line 499: | ||
| 19 || 9 || -7 || -7 || - | | 19 || 9 || -7 || -7 || - | ||
|- | |- | ||
| colspan=5 style="text-align: left;" | Followup kick to B3. Interestingly has less recovery than B3 while being slightly more unsafe at -7; beware of 6-frame attacks. Slightly more range than B3, with a bit of forward advancement. Unusually high hitbox | | colspan=5 style="text-align: left;" | Followup kick to B3. Interestingly has less recovery than B3 while being slightly more unsafe at -7; beware of 6-frame attacks. Slightly more range than B3, with a bit of forward advancement. Unusually high hitbox can whiff on both block and grounded hit if used at the absolute tip of B3. Juggle reaction is highly favorable for landing combo enders, especially for FUBAR and Savage Slide, though using B33 instead of B221 will sacrifice damage and corner carry. | ||
|} | |} | ||
|-|B31+3= | |-|B31+3= | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_b31+3.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
Line 523: | Line 523: | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_f3.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
Line 541: | Line 541: | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_d3.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
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{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_4.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
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{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_b4.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
Line 587: | Line 587: | ||
| - || 19 || -6 || -11 || - | | - || 19 || -6 || -11 || - | ||
|- | |- | ||
| colspan=5 style="text-align: left;" | A mediocre sweep. Lacks the range and disjoint of a weapon sweep | | colspan=5 style="text-align: left;" | A mediocre sweep. Lacks the range and disjoint of a weapon sweep and has less of a low profile than a ninja sweep, while having below average frame data - to the point of being punishable on Flawless Block without spending meter. Despite this, the sweep is still an important part of Rambo's gameplan, being a (mostly) safe low option that lets him oki with B121. | ||
|} | |} | ||
<br> | <br> | ||
Line 595: | Line 595: | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_f4.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit (on KB), on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit (on KB), on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
Line 614: | Line 614: | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_d4.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
Line 634: | Line 634: | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_j1.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
Line 642: | Line 642: | ||
! '''Cancel''' || '''Hit Adv.''' || '''Block Adv.''' || '''F/Block Adv.''' || '''Cost''' | ! '''Cancel''' || '''Hit Adv.''' || '''Block Adv.''' || '''F/Block Adv.''' || '''Cost''' | ||
|- | |- | ||
| | | - || 0 || -12 || -12 || - | ||
|- | |- | ||
| colspan=5 style="text-align: left;" | Easier, less rewarding alternative to J2 for air-to-airs and jump-ins. Faster startup and bigger downward area make it much easier to land against grounded enemies. -4 at the worst, and up to +10. | | colspan=5 style="text-align: left;" | Easier, less rewarding alternative to J2 for air-to-airs and jump-ins. Faster startup and bigger downward area make it much easier to land against grounded enemies. -4 at the worst, and up to +10. | ||
Line 651: | Line 651: | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_j2.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
Line 659: | Line 659: | ||
! '''Cancel''' || '''Hit Adv.''' || '''Block Adv.''' || '''F/Block Adv.''' || '''Cost''' | ! '''Cancel''' || '''Hit Adv.''' || '''Block Adv.''' || '''F/Block Adv.''' || '''Cost''' | ||
|- | |- | ||
| | | - || 10 || -7 || -12 || - | ||
|- | |- | ||
| colspan=5 style="text-align: left;" | Rambo's jump-in and air-to-air of choice. Use an instant J2 to make a hard read on enemies jumping to avoid Leopard Krawl, and then continue the combo with B221 or B31+3. Due to its small hitbox and longer than average startup it can be hard to land it late for the optimal plus frames, but that should only be attempted against enemies who have been conditioned by repeated fast JK attacks to not immediately anti-air. +5 at the worst, and up to +15. | | colspan=5 style="text-align: left;" | Rambo's jump-in and air-to-air of choice. Use an instant J2 to make a hard read on enemies jumping to avoid Leopard Krawl, and then continue the combo with B221 or B31+3. Due to its small hitbox and longer than average startup it can be hard to land it late for the optimal plus frames, but that should only be attempted against enemies who have been conditioned by repeated fast JK attacks to not immediately anti-air. +5 at the worst, and up to +15. | ||
Line 668: | Line 668: | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_jk.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
Line 685: | Line 685: | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_shp.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
Line 702: | Line 702: | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_shk.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
Line 722: | Line 722: | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_u2.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
Line 732: | Line 732: | ||
| 0 || 42 || -11 || -11 || 1 Offensive + 1 Defensive Meter | | 0 || 42 || -11 || -11 || 1 Offensive + 1 Defensive Meter | ||
|- | |- | ||
| colspan=5 style="text-align: left;" | Excellent in getups, weak in Flawless Blocks. Slow speed means it is unable to guarantee a punish on | | colspan=5 style="text-align: left;" | Excellent in getups, weak in Flawless Blocks. Slow speed means it is unable to guarantee a punish on fast attacks and makes interruptions a problem, while its massive hitbox makes it perfect for covering the sky against jumping oki attempts. | ||
* Appears to be able to guarantee a punish against standing normals with >=20 frames of total active and recovery. Against crouching normals this number instead appears to be >=23, with 22 total frames being a move dependent toss-up. | |||
|} | |} | ||
<br> | <br> | ||
Line 739: | Line 740: | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_u3.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
Line 759: | Line 760: | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_fthrow.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit (on KB), on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit (on KB), on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
Line 774: | Line 775: | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_bthrow.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
Line 794: | Line 795: | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_hbow.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
Line 804: | Line 805: | ||
| - || 4 || -9 || -19 || - | | - || 4 || -9 || -19 || - | ||
|- | |- | ||
| colspan=5 style="text-align: left;" | Rambo draws a bow and prepares to fire arrows. Entering the input by itself will fire only one arrow and put the bow away immediately, while holding 2 will keep the bow drawn after firing, up to three arrows. The proper way to use the arrow stance is to hold 2 when entering the input, and briefly release for each arrow. The window for combos is very tight, so this will require practice. Each arrow that combos will deal half the damage of the previous, down to 20 damage for the third.<br><br>One of Rambo's most important and versatile tools. The arrows can be easily ducked on reaction, but their large hitbox and slow movement will delay the enemy and deny jumping while they are onscreen. Do not simply fire all three arrows at once all the time; fire two, and then try to catch them with a Whip Trap. In the corner, Hunting Bow is used to damage the enemy and keep them standing off confirmable strings - it can also be cancelled early to reset the enemy. Some midscreen normals can combo into Hunting Bow, but only do this on guaranteed whiff punishes. | | colspan=5 style="text-align: left;" | Rambo draws a bow and prepares to fire arrows. Entering the input by itself will fire only one arrow and put the bow away immediately, while holding 2 will keep the bow drawn after firing, up to three arrows. The proper way to use the arrow stance is to hold 2 when entering the input, and briefly release for each arrow. The window for combos is very tight, so this will require practice. Each arrow that combos will deal half the damage of the previous, down to 20 damage for the third.<br><br>One of Rambo's most important and versatile tools. The arrows can be easily ducked on reaction, but their large hitbox and slow movement will delay the enemy and deny jumping while they are onscreen. If the enemy is already airborne, Hunting Bow is nearly guaranteed to hit unless they can alter their jump. Do not simply fire all three arrows at once all the time; fire two, and then try to catch them with a Whip Trap. In the corner, Hunting Bow is used to damage the enemy and keep them standing off confirmable strings - it can also be cancelled early to reset the enemy. Some midscreen normals can combo into Hunting Bow, but only do this on guaranteed whiff punishes. | ||
* Combos from B1, B2, F2, F3 anywhere on screen. Only combos from B12, B22, F21, and B33 in the corner. | * Combos from B1, B2, F2, F3 anywhere on screen. Only combos from B12, B22, F21, and B33 in the corner. | ||
|} | |} | ||
Line 812: | Line 813: | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_wtrap.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
Line 823: | Line 824: | ||
|- | |- | ||
| colspan=5 style="text-align: left;" | Rambo ducks and remotely activates a hidden whip trap, knocking down the enemy. Superb for anti-zoning and space control. The duck will avoid most projectiles, but even unavoidable ones will generally trade in Rambo's favor for the most part (though there are several exceptions to this, such as Sub-Zero Deep Freeze). Large hitbox and easy to aim, with only two distances that together cover the entire screen. The hitbox moves from the Rambo-facing side to the other during its active frames, making it much safer if properly spaced. Prioritize the close version over the far version if the enemy is in the middle zone. | | colspan=5 style="text-align: left;" | Rambo ducks and remotely activates a hidden whip trap, knocking down the enemy. Superb for anti-zoning and space control. The duck will avoid most projectiles, but even unavoidable ones will generally trade in Rambo's favor for the most part (though there are several exceptions to this, such as Sub-Zero Deep Freeze). Large hitbox and easy to aim, with only two distances that together cover the entire screen. The hitbox moves from the Rambo-facing side to the other during its active frames, making it much safer if properly spaced. Prioritize the close version over the far version if the enemy is in the middle zone. | ||
* While it is classified as a projectile, it cannot be parried. Projectile-immune statuses like Jade's glow and Kotal's cat will waltz right through it, while moves like Smoke Shake and Relic Absorb will | * While it is classified as a projectile, it cannot be parried. Projectile-immune statuses like Jade's glow and Kotal's cat will waltz right through it, while moves like Smoke Shake and Relic Absorb will not work. | ||
* Combos from all normals except 1. | * Combos from all normals except 1. | ||
|} | |} | ||
Line 833: | Line 834: | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_sslide.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
Line 849: | Line 850: | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_sslideback.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
Line 865: | Line 866: | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_sslidefar.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
Line 881: | Line 882: | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_sslideback.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
Line 897: | Line 898: | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_sslideamp.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit (on KB)}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit (on KB)}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
Line 907: | Line 908: | ||
| - || 4 || - || - || 1 Offensive Meter | | - || 4 || - || - || 1 Offensive Meter | ||
|- | |- | ||
| colspan=5 style="text-align: left;" | '''Krushing Blow:''' Activates on the THIRD AMPLIFIED SLIDE to land.<br><br>Rambo slides on the ground, low profiling high attacks along the way. Hold Forward during startup to do a near-fullscreen version, though the low profile does not take effect until the default distance. Hold Back during recovery to roll away from the enemy, sacrificing frame advantage for distance on hit, necessitating a different punish on block (still very punishable on block, though), and making it harder to punish on whiff. The Amplified version deals more damage and builds towards a KB, but | | colspan=5 style="text-align: left;" | '''Krushing Blow:''' Activates on the THIRD AMPLIFIED SLIDE to land.<br><br>Rambo slides on the ground, low profiling high attacks along the way. Hold Forward during startup to do a near-fullscreen version, though the low profile does not take effect until the default distance. Hold Back during recovery to roll away from the enemy, sacrificing frame advantage for distance on hit, necessitating a different punish on block (still very punishable on block, though), and making it harder to punish on whiff. The Amplified version deals more damage and builds towards a KB, but forces the back roll reaction. Meter will only be spent on hit, so mashing Amplify has no risk of waste.<br><br>Much too slow to use as an actual mixup tool, but has a niche use as a confirmable string ender to build towards the KB. Rambo has limited ways to spend his offensive meter, so get the damage and the KB progress where you can. Even without meter, the slide gives a better knockdown than most string enders. Be careful not to accidentally input the far version on hit - it will not combo. | ||
* Combos from all normals except 1, 22, 3, and B3. | * Combos from all normals except 1, 22, 3, and B3. | ||
|} | |} | ||
Line 917: | Line 918: | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_fb.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
Line 939: | Line 940: | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_astrike1.png|200px]][[File:Mk11_rambo_astrikec.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
Line 954: | Line 955: | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_astrikem.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
Line 969: | Line 970: | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_astrikef.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
Line 987: | Line 988: | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_claymore1.png|200px]][[File:Mk11_rambo_claymore2.png|100px]][[File:Mk11_rambo_claymoreamp.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
Line 1,006: | Line 1,007: | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_m60.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
Line 1,023: | Line 1,024: | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_m60.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
Line 1,040: | Line 1,041: | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_m60.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
Line 1,057: | Line 1,058: | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_m60amp.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
Line 1,074: | Line 1,075: | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_m60amp.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
Line 1,091: | Line 1,092: | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_m60amp.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
Line 1,113: | Line 1,114: | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_strap1.png|200px]][[File:Mk11_rambo_strap2.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
Line 1,128: | Line 1,129: | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_strapamp.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
Line 1,148: | Line 1,149: | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_fubar1.png|200px]][[File:Mk11_rambo_fubar2.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
Line 1,163: | Line 1,164: | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_fubarampf.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit (on KB), on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit (on KB), on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
Line 1,178: | Line 1,179: | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_fubarampb.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit (on KB), on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit (on KB), on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
Line 1,198: | Line 1,199: | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_lkrawl.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
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|- | |- | ||
| colspan=5 style="text-align: left;" | Rambo hits the deck, entering a crawling stance where he low profiles most attacks and gains three followup moves: a low slash, a mid command grab, and a parry. An exceptionally versatile move, and the most popular special to use in the BF4 slot. Potentially turns every special cancel point into a low damage strike-throw mix, especially overhead cancel points. Followup moves can stop enemy mashing and cover Flawless Block attempts. Very vulnerable to jumping from a distance, though Quick Slash will stop most jumps when done as a Special Cancel. Despite it low profiling most projectiles, it is not the best anti-zoning tool due to its slow movement speed and vulnerability to jumping. | | colspan=5 style="text-align: left;" | Rambo hits the deck, entering a crawling stance where he low profiles most attacks and gains three followup moves: a low slash, a mid command grab, and a parry. An exceptionally versatile move, and the most popular special to use in the BF4 slot. Potentially turns every special cancel point into a low damage strike-throw mix, especially overhead cancel points. Followup moves can stop enemy mashing and cover Flawless Block attempts. Very vulnerable to jumping from a distance, though Quick Slash will stop most jumps when done as a Special Cancel. Despite it low profiling most projectiles, it is not the best anti-zoning tool due to its slow movement speed and vulnerability to jumping. | ||
|} | |} | ||
|-|Quick Slash (1)= | |-|Quick Slash (1)= | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_lkrawlq.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
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|- | |- | ||
| colspan=5 style="text-align: left;" | From the Leopard Krawl stance, Rambo slashes with his knife. Used to mix up the enemy, plug in Flawless Block gaps, and catch enemies trying to jump the command grab. Though it is very plus on hit, it causes the enemy to step backwards a significant amount, making midscreen followups difficult - immediate stance cancels will leave Rambo at -16, and crawling up to land another Quick Slash will let the enemy jump. Much deadlier in the corner, where a landed Quick Slash will guarantee another Quick Slash without a gap and force the enemy to accept a strike-throw mix. Will stop jumping off all special cancellable normals on block with the fastest possible timing, though in oki Leopard Krawl requires very specific reads between all three options - Knife Slash being the anti-jumping option. It may be safer to simply exit stance instead. | | colspan=5 style="text-align: left;" | From the Leopard Krawl stance, Rambo slashes with his knife. Used to mix up the enemy, plug in Flawless Block gaps, and catch enemies trying to jump the command grab. Though it is very plus on hit, it causes the enemy to step backwards a significant amount, making midscreen followups difficult - immediate stance cancels will leave Rambo at -16, and crawling up to land another Quick Slash will let the enemy jump. Much deadlier in the corner, where a landed Quick Slash will guarantee another Quick Slash without a gap and force the enemy to accept a strike-throw mix. Will stop jumping off all special cancellable normals on block with the fastest possible timing, though in oki Leopard Krawl requires very specific reads between all three options - Knife Slash being the anti-jumping option. It may be safer to simply exit stance instead. | ||
<div class="mw-collapsible mw-collapsed"> | |||
The following is a comprehensive list of Quick Slash frame trap values on block for every special cancellable normal. This is the fastest attack that the earliest possible Quick Slash from that normal will beat - one frame slower and it will trade, two frames slower and the Quick Slash will be counterhit. Keep in mind that Quick Slash will maintain the low profile of Leopard Krawl, so an attack may miss even if it is faster than the specified value. | |||
<div class="mw-collapsible-content> | |||
* '''21 Frames:''' D1 | |||
* '''19 Frames:''' D3 | |||
* '''16 Frames:''' 1, 12, F1, D4 | |||
* '''15 Frames:''' 22, Quick Slash into another Quick Slash on block | |||
* '''13 Frames:''' B22 | |||
* '''12 Frames:''' F12, 2 | |||
* '''11 Frames:''' B12 | |||
* '''10 Frames:''' B221 | |||
* '''9 Frames:''' B1, B3, B33 | |||
* '''8 Frames:''' B2 | |||
* '''7 Frames:''' 4 | |||
* '''Fully Frame Traps:''' F2, F21, 3, F3 | |||
</div> | |||
|} | |} | ||
|-|Sneak Attack (2)= | |-|Sneak Attack (2)= | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_lkrawls.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit (on KB), on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit (on KB), on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
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{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_lkrawlp.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit (on KB), on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit (on KB), on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
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|- | |- | ||
| colspan=5 style="text-align: left;" | '''Krushing Blow:''' Activates after crawling forward a significant distance.<br><br>From the Leopard Krawl stance, Rambo readies a parry. Like Sneak Attack, hold Down to return to the Leopard Krawl stance if it whiffs, and otherwise Rambo will return to standing. The reaction on hit is exactly the same as Sneak Attack, though it deals 1% less damage.<br><br>A superb parry, used to stop the enemy from mashing on the Leopard Krawl mixup and catch U3. Catches basically anything that's not a projectile or a jumping attack, including unblockables. Some special cancellable normals like F2 and F21 have enough cancel advantage to catch mashing with Quick Slash, but for everything else Rambo must use the parry. On oki, the parry is used to catch getup U3. | | colspan=5 style="text-align: left;" | '''Krushing Blow:''' Activates after crawling forward a significant distance.<br><br>From the Leopard Krawl stance, Rambo readies a parry. Like Sneak Attack, hold Down to return to the Leopard Krawl stance if it whiffs, and otherwise Rambo will return to standing. The reaction on hit is exactly the same as Sneak Attack, though it deals 1% less damage.<br><br>A superb parry, used to stop the enemy from mashing on the Leopard Krawl mixup and catch U3. Catches basically anything that's not a projectile or a jumping attack, including unblockables. Some special cancellable normals like F2 and F21 have enough cancel advantage to catch mashing with Quick Slash, but for everything else Rambo must use the parry. On oki, the parry is used to catch getup U3. | ||
<div class="mw-collapsible mw-collapsed"> | |||
The following is a comprehensive list of Parry startup values to beat on block for every special cancellable normal. This is the startup of the fastest attack that the parry will catch when special cancelled from that normal - for instance, 1~Leopard Krawl parry will catch 9-frame attacks. Parry appears to be unable to trade. | |||
<div class="mw-collapsible-content> | |||
* '''14 Frames:''' D1 | |||
* '''12 Frames:''' D3 | |||
* '''9 Frames:''' 1, 12, F1, D4 | |||
* '''8 Frames:''' 22, Quick Slash into earliest possible parry | |||
* '''Always Catches:''' B1, B12, F12, 2, B2, B22, B221, F2, F21, 3, B3, B33, F3, 4 | |||
</div> | |||
* Keep in mind that Sneak Attack and Parry will raise Rambo's profile. Many mids which would normally be low profiled by Leopard Krawl will land if they catch the startup. | * Keep in mind that Sneak Attack and Parry will raise Rambo's profile. Many mids which would normally be low profiled by Leopard Krawl will land if they catch the startup. | ||
|} | |} | ||
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{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_sroll1.png|200px]][[File:Mk11_rambo_sroll2.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
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{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_sroll1.png|200px]][[File:Mk11_rambo_srollc.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
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{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_sroll1.png|200px]][[File:Mk11_rambo_srollamp.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
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{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_mre1.png|200px]][[File:Mk11_rambo_mre2.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
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<br> | <br> | ||
<tabber> | <tabber> | ||
|-| | |-|Close= | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_mtrapc.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
Line 1,364: | Line 1,377: | ||
| 16 || -4 || -30 || -30 || Replaces Whip Trap | | 16 || -4 || -30 || -30 || Replaces Whip Trap | ||
|- | |- | ||
| colspan=5 style="text-align: left;" | '''Krushing Blow:''' Activates if the AMPLIFIED version hits THREE TIMES in a row.<br><br>Rambo ducks, and a spiked | | colspan=5 style="text-align: left;" | '''Krushing Blow:''' Activates if the AMPLIFIED version hits THREE TIMES in a row.<br><br>Rambo ducks, and a spiked rock swings down in a semicircle arc. A patchy alternate to Whip Trap, intended for air denial instead of ground control, though it is much too slow to use as a reactive antiair. The semicircle arc also makes it liable to whiff against mid-range jumpins (aka the most common distance where jumps are performed), and aiming the far version is even riskier than the near version. As far as ground coverage goes it is vastly inferior to Whip Trap, being far more minus on block, less plus on hit, having 12 more frames in total, and being very difficult to combo into. The amplified version summons a spiked log instead of a rock, dealing more damage, coming out quicker, and giving a longer knockdown (though it is still just as bad on block). However, the amplified version also has one of the most impractical Krushing Blows in the game for landing three in a row. Do not go for it, ever. | ||
|} | |} | ||
|-| | |-|Far= | ||
{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_mtrapf.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
|- | |- | ||
| | | 6.00 / 1.75 / 0.0018 || Mid || 23 || 24 || 27 | ||
|- | |- | ||
! '''Cancel''' || '''Hit Adv.''' || '''Block Adv.''' || '''F/Block Adv.''' || '''Cost''' | ! '''Cancel''' || '''Hit Adv.''' || '''Block Adv.''' || '''F/Block Adv.''' || '''Cost''' | ||
|- | |- | ||
| | | 16 || -4 || -30 || -30 || Replaces Whip Trap | ||
|- | |- | ||
| colspan=5 style="text-align: left;" | '''Krushing Blow:''' Activates if the AMPLIFIED version hits THREE TIMES in a row.<br><br>Rambo ducks, and a spiked | | colspan=5 style="text-align: left;" | '''Krushing Blow:''' Activates if the AMPLIFIED version hits THREE TIMES in a row.<br><br>Rambo ducks, and a spiked rock swings down in a semicircle arc. A patchy alternate to Whip Trap, intended for air denial instead of ground control, though it is much too slow to use as a reactive antiair. The semicircle arc also makes it liable to whiff against mid-range jumpins (aka the most common distance where jumps are performed), and aiming the far version is even riskier than the near version. As far as ground coverage goes it is vastly inferior to Whip Trap, being far more minus on block, less plus on hit, having 12 more frames in total, and being very difficult to combo into. The amplified version summons a spiked log instead of a rock, dealing more damage, coming out quicker, and giving a longer knockdown (though it is still just as bad on block). However, the amplified version also has one of the most impractical Krushing Blows in the game for landing three in a row. Do not go for it, ever. | ||
|} | |} | ||
</tabber> | |-|Amplified= | ||
<br> | {| class="wikitable" style="text-align: center;" | ||
|- | |||
| rowspan=6 | [[File:Mk11_rambo_mtrapamp.png|200px]] | |||
|- | |||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | |||
|- | |||
| 11.00 / 2.37 / 0.0024 || Mid || 7 || 40 || 12 | |||
|- | |||
! '''Cancel''' || '''Hit Adv.''' || '''Block Adv.''' || '''F/Block Adv.''' || '''Cost''' | |||
|- | |||
| - || 19 || -30 || -30 || Replaces Whip Trap, 1 Offensive Meter | |||
|- | |||
| colspan=5 style="text-align: left;" | '''Krushing Blow:''' Activates if the AMPLIFIED version hits THREE TIMES in a row.<br><br>Rambo ducks, and a spiked log swings down in a semicircle arc. A patchy alternate to Whip Trap, intended for air denial instead of ground control, though it is much too slow to use as a reactive antiair. The semicircle arc also makes it liable to whiff against mid-range jumpins (aka the most common distance where jumps are performed), and aiming the far version is even riskier than the near version. As far as ground coverage goes it is vastly inferior to Whip Trap, being far more minus on block, less plus on hit, having 12 more frames in total, and being very difficult to combo into.<br><br>These issues are partially alleviated by the Amplified version, which deals more damage, comes out quicker, and and is more plus on hit. However, the amplified version also has one of the most impractical Krushing Blows in the game for landing three in a row. Do not go for it, ever. | |||
|} | |||
</tabber> | |||
<br> | |||
==== Commando ==== | ==== Commando ==== | ||
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{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_121+3.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
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{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_f121+3.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
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{| class="wikitable" style="text-align: center;" | {| class="wikitable" style="text-align: center;" | ||
|- | |- | ||
| rowspan=6 | | | rowspan=6 | [[File:Mk11_rambo_b31+3.png|200px]] | ||
|- | |- | ||
! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ! {{Tooltip|text='''Damage'''|hovertext=% on hit, on block, on Flawless Block}} || '''Guard''' || '''Startup''' || '''Active''' || '''Recovery''' | ||
Line 1,439: | Line 1,467: | ||
<br> | <br> | ||
==== General | ==== General Tips ==== | ||
* Use Rambo's great speed. Do not hold turns if he can avoid it. Any close range enemy turn is a strike-throw situation, so whenever possible, don't give them the chance. | |||
* When attacking, have a mixup in mind, apply it expeditiously, and then immediately ready yourself for the successful enemy avoidance scenario. Some mixups on block like F4 or B224 will allow him to create space, while others like B121 will force him to accept the enemy turn. | |||
* Many of Rambo's key mixups will create significant distance on hit. Do not attempt to oki on every single knockdown, as this can lead to easy punishment and Rambo has a great zoning and spacing game anyways. | |||
* Only attempt repeated, relentless mixups once the enemy is cornered. | |||
* Practice Hunting Bow timing. To fire all three arrows, it must be manually timed off the special move cancel. | |||
* The forward throw KB, while strong, should never be the plan-A foundation of your gameplan. Purposefully building it means sacrificing much of Rambo's mixup and mobility options. Only attempt it when the situation arises, such as after extended zoning, extended enemy staggers, or successive hits in the corner. | |||
* And as always, see what you can get away with! Everything is 100% real until the enemy demonstrates that they can blow it up. Gauge your enemy with "fake" options to see what works, and then keep on using it until it doesn't anymore. | |||
<br> | |||
==== Turns ==== | |||
* B22 is Rambo's turn taking string of choice in most situations, fast enough to usually stop enemy mashing, giving mostly safe staggers and mixups on block, and giving decent confirmable damage and corner carry on hit. B22 can be confirmed into Hunting Bow arrows in the corner, and with Snare Trap equipped it can be confirmed into a full combo anywhere on screen. However, it can whiff if the enemy is too far away, and attempting the mixups on block opens Rambo up to potential punishment. | |||
* F12 has much better range and gives more damage on hit, but the situation on block is much more risky. Only use against enemies who have demonstrated reckless mashing when minus, or are anticipating a throw. | |||
* B33 is slower than F12 and B221 and gives the least reward on hit and block, but it has the best range and cannot be full combo punished on regular block. With Snare Trap equipped it becomes the most rewarding on hit. | |||
* F21 is a middle ground of range, risk, and reward - as long as the enemy doesn't flawless block the second hit. On block it can be turned into F214 for a spacing trap, or the F211 mixup can be attempted. If the enemy has demonstrated that they can regularly flawless block F21, avoid this string for turn-taking entirely. Cannot be confirmed into Snare Trap, but can be confirmed into Hunting Bow in the corner. | |||
* Once Rambo can get the enemy to stop mashing on his turn, he can use B12 and F4 for much greater reward. Representing the F4 fast overhead as a possibility on turn will condition the enemy to either mash or block high, both of which open them up to other options. In the immediate situation, F4 gives good distance on block and starts a full screen zoning game on hit, with the threat of the overhead-twice KB. B12 gives excellent mixup options on block and can be confirmed into Hunting Bow arrows on corner hit. Equipping Snare Trap allows it to be confirmed into a full combo midscreen, and Leopard Krawl further enhances the mix. While B12 and F4 are very vulnerable to enemy abare, F4 will high profile certain low pokes. | |||
* Turn throw, already a crucial option for any character, can potentially give Rambo tremendous reward with the forward throw KB. Like all characters, make sure to represent turn throw to encourage the enemy to let go of block. | |||
<br> | |||
==== Pressure and Mixups ==== | |||
* B22 is Rambo's primary stagger string. Staggering at B2 or B22 will both work. Stagger into a throw or FUBAR, stagger into another B22, finish the string with B224 or B221 to catch an attempted flawless block, or cancel into a special for another mixup. B22 gives many options. | |||
* 12, F1, and 22 can also be used as staggers, though they are not as solid as B22. | |||
* Forward throw KB means that stagger into throw is always a dangerous option, especially in the corner. | |||
* Many of Rambo's mixups will create a distant knockdown. Do not attempt to oki off all of them - use them as an opportunity to transition into Rambo's strong zoning game. | |||
* Do not continually apply a single 50/50. Rambo has so many mixup tools and potential grab points that is it always in Rambo's favor to diversify. Force the enemy to remember the breadth of Rambo's options. | |||
* Leopard Krawl lets Rambo get very creative with the mix. For instance, he can use Leopard Krawl to condition the enemy to expect a mixup at the end of a string, and then next time cancel into Leopard Krawl early to catch them by surprise. If Rambo is doing F21~Leopard Krawl vs. F211, the enemy sees the F21 and prepares for the mixup, allowing Rambo to catch them by surprise by doing F2~Leopard Krawl instead. | |||
<br> | |||
==== Crouching Pokes ==== | |||
* The poke situation on block is generally not in Rambo's favor. | |||
* Rambo can cancel pokes into FUBAR to stop the enemy turn, but he lacks an alternate mid special that would complete the tick throw mixup. Without FUBAR, he has to respect the enemy turn on a blocked D1. | |||
* D3 and D4 give much better pushback on block, so whenever possible use them for poking instead of D1. | |||
* Shoulder Roll on a blocked poke gives Rambo more offensive and defensive options, but it is still vulnerable to immediate enemy counterpokes. | |||
* On hit, represent the F4 overhead to improve the threat behind your interruptions. | |||
<br> | |||
==== Flawless Blocks ==== | |||
* On a blocked D1 and without FUBAR, get ready to flawless block to catch the enemy counterattack. | |||
* In scrambles U2 is liable to get interrupted - use U3 instead, as it is armored and will still create distance on block. | |||
* U2, due to its long startup, is also easier to safe jump. | |||
<br> | |||
==== Short Hops ==== | |||
* Immediate short hop attacks are not useful; Rambo already has F4 to hit the enemy with a fast overhead (which is faster, safer, and more rewarding). | |||
* Use empty hop throw and delayed SHP. | |||
* Short hops will immediately reset the forward throw KB timer, so prioritize command grabs over regular throws on empty hop. | |||
* SHP has enough range to catch both wakeup forward roll and wakeup U3 on certain knockdowns, while being difficult to punish at max distance. | |||
<br> | |||
==== Oki ==== | |||
* Most knockdowns give a favorable advantage to oki with B121 at close range. When properly timed it will catch both regular and delayed getup timing. This mix is far more robust with Leopard Krawl, potentially turning each special cancel point into a three way (if fuzzyable) mixup. | |||
* Backdash into a delayed Whip Trap can catch both forward getup roll and wakeup attacks with the right timing, but it is highly knockdown dependent. | |||
* Very lengthy knockdowns like B121 or SHK can be framekilled with Stance Switch to preserve the forward throw KB timer. | |||
* Throw and F4 on oki are potentially rewarding, but easily punishable with mashing or delayed getup. Generally these should be staggered into when applied on wakeup. | |||
* Work on your oki timings - stopping getup jump is very important for his gameplan. If the player is not confident in their ability to stop wakeup jump, oki with the large hitboxes of B33 or even F4 instead. | |||
* Landing the Leopard Krawl Quick Slash on an enemy jump creates a scenario that requires Rambo to make extremely specific reads: getup roll must be countered by Sneak Attack, wakeup jump must be countered by Quick Slash, and getup U3 must be either neutrally low profiled or countered by the parry. Unless ready for this situation, exit stance immediately after landing the knife. | |||
* Knockdowns that are +19 or better will allow Rambo to parry their getup attack with Leopard Krawl. | |||
* Midscreen, F21 should never be used to oki - the enormous gap is exceedingly easy to punish with a delayed getup. | |||
* Claymore loops, while humorous, can easily backfire. | |||
<br> | |||
==== Zoning ==== | |||
* Use Whip Trap and Hunting Bow in tandem to zone out the enemy. Whip Trap covers the ground, Hunting Bow covers the sky. | |||
* Whip Trap has a brief cooldown between uses. Rambo can use Hunting Bow during this cooldown, but rote switching between the two options can make his zoning too predictable. | |||
* Whip Trap, while classed as a projectile, cannot be parried. Certain common anti-zoning moves like Smoke Shake are entirely ineffective, while projectile-immune statuses are unaffected. | |||
* If the enemy jumped midscreen, use the significant active frames of Whip Trap to punish them on the way down. | |||
* Use the Hunting Bow delay and cancel. Fire a variable number of arrows before cancelling and going for something different. | |||
* Claymore vastly improves his zoning abilities. Set down a mine and as long as they lack an airdash or a teleport, it will be extremely difficult for the enemy to close the gap. If the enemy is able to get close, prepare to antiair their attempt to jump over the mine. | |||
<br> | |||
==== Spacing and Whiff Punishing ==== | |||
* F21 is a superb string for neutral whiff punishing. Cannot combo into Snare Trap, but otherwise its range, damage, and easy confirmation give it strong utility for whiff punishes. | |||
* F3 has better range for its speed than F2, but it is much harder to confirm. F3 into Hunting Bow is a potentially rewarding, but very difficult and punishable confirm. | |||
* Some of Rambo's normals, like F214 and B31+3, create enough distance on block to set up a spacing trap. | |||
* Backdash, and then immediately cover the ground with B33, being a confirmable string with great range and a back input. Always confirm into Snare Trap or Fatal Blow if available. Otherwise, Rambo can get guaranteed damage by cancelling into Savage Slide or Whip Trap, or attempt a reset by cancelling into Shoulder Roll or Leopard Krawl. | |||
* Rambo's backdash is so fast that waiting too long to cancel into B33 will cause it to whiff entirely. | |||
* Against significant enemy aggression, Rambo can also use backdash into Whip Trap to retreat and cover ground. | |||
<br> | <br> | ||
==== | ==== The Corner ==== | ||
Rambo's | * Rambo's pressure and mixup game is unlocked in the corner. | ||
Leopard Krawl | * Confirm B22, B33, B12, and F21 into Hunting Bow to deal damage and keep the enemy standing for another mixup. | ||
* Many of Rambo's key mixups, like F4, B224, and Leopard Krawl, no longer create distance once in the corner. With that fact, he can loop one mixup into another much more efficiently - all while confirming into Hunting Bow. | |||
* B31+3 is absolutely evil in the corner; the +10 restand now leaves the enemy close enough to guarantee a B22 in most situations (the farthest situations will instead necessitate F1, F2, or B3), and on block it lets Rambo attempt a spacing trap - while dealing an unusual 3% chip damage without a gap. B31+3 will also allow juggle situations to end with a standing enemy, complementing Hunting Bow. | |||
<br> | |||
==== Enemy Mashing ==== | |||
* With numerous mashable gaps in his attacks, and a lack of fast options to cancel from his crouching pokes, Rambo is uniquely vulnerable to enemy mashing. | |||
* D1 and D3 into FUBAR will catch the enemy mash, but without a fast alternate mid special to complete the 50/50 it is a very risky option. | |||
* Flawless block into U3 is a solid choice, retreating Rambo even when blocked. U2 is liable to get interrupted in scramble situations. | |||
* Leopard Krawl can somewhat remedy this: certain standing normals have enough cancel advantage to frame trap into a Quick Slash, and the parry will catch mashing for the other normals. However, the parry is still too slow to catch most mashing when cancelled from a crouching poke. | |||
* All this boils down to: greatly prioritize the normals with pushback, then follow them with spacing traps. | |||
<br> | |||
==== | ==== Enemy Spacing ==== | ||
Whip Trap | * Whip Trap is superb for catching enemy spacing traps - both those which use advancing normals, and those which use disjoints. | ||
Rambo | * Use Rambo's strong backdash to turn the tables on their spacing game, and force the enemy to approach him instead. | ||
* Rambo can call out enemy retreating with a forward dash into F2 or F3, though this obviously carries risk. | |||
<br> | |||
==== | ==== Enemy Zoning ==== | ||
* Whip Trap will stop most zoning in its tracks. | |||
* Rambo | * Against duckable fireballs, react to the startup to do the Whip Trap - Rambo can be caught by a normally low profiled fireball during the Whip Trap recovery. | ||
* | * Even against projectiles that cannot be low profiled, the superior knockdown of Whip Trap will still win him most zoning wars. | ||
* Snare Trap can also be used as a high reward anti-zoning option. The natural animation will be interrupted on trades, allowing Rambo to combo meterlessly. Midscreen this gives him a full combo, but fullscreen won't get him much more than a Whip Trap. | |||
* When jumping over fireballs at mid range, attack with a jump kick to discourage antiairs. The reward on block will be lower, but the important part is gaining the space and avoiding punishment. | |||
<br> | |||
==== Popular Variations ==== | ==== Popular Variations ==== | ||
{{FP Box | {{FP Box | ||
| content = <center> | | content = <center> | ||
[[File:]] [[File:]] [[File:]] | [[File:Mk11_rambo_fubaricon.jpg|200px]][[File:Mk11_rambo_commandoicon.jpg|200px]][[File:Mk11_rambo_lkrawlicon.jpg|200px]] | ||
<br> | <br> | ||
'''FUBAR, Commando, Leopard Krawl''' | '''FUBAR, Commando, Leopard Krawl''' | ||
Line 1,477: | Line 1,592: | ||
{{FP Box | {{FP Box | ||
| content = <center> | | content = <center> | ||
[[File:]] [[File: | [[File:Mk11_rambo_strapicon.jpg|200px]][[File:Mk11_rambo_srollicon.jpg|200px]] | ||
<br> | <br> | ||
'''Snare Trap, Shoulder Roll''' | '''Snare Trap, Shoulder Roll''' | ||
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{{FP Box | {{FP Box | ||
| content = <center> | | content = <center> | ||
[[File:]] [[File:]] [[File:]] | [[File:Mk11_rambo_claymoreicon.jpg|200px]][[File:Mk11_rambo_srollicon.jpg|200px]][[File:Mk11_rambo_commandoicon.jpg|200px]] | ||
<br> | <br> | ||
'''Claymore, Shoulder Roll, Commando''' | '''Claymore, Shoulder Roll, Commando''' | ||
Line 1,497: | Line 1,612: | ||
{{FP Box | {{FP Box | ||
| content = <center> | | content = <center> | ||
[[File:]] [[File: | [[File:Mk11_rambo_strapicon.jpg|200px]][[File:Mk11_rambo_lkrawlicon.jpg|200px]] | ||
<br> | <br> | ||
'''Snare Trap, (command grab kustom of choice)''' | '''Snare Trap, (command grab kustom of choice)''' | ||
Line 1,622: | Line 1,737: | ||
|-|Regular= | |-|Regular= | ||
<code>(forward throw KB) > B33 ~ Snare Trap (DB3) > J2 (late) > microwalk > F3 > B221 ~ Whip Trap (DB4)/FUBAR (DBF1)</code> | <code>(forward throw KB) > B33 ~ Snare Trap (DB3) > J2 (late) > microwalk > F3 > B221 ~ Whip Trap (DB4)/FUBAR (DBF1)</code> | ||
* Best possible damage from Snare Trap. The microwalk is difficult to time to get the required vertical bounce - too late and the bounce will be too horizontal, and the enemy will be knocked out of B221 distance. | * Best possible damage from Snare Trap. The microwalk is difficult to time to get the required vertical bounce - too late and the bounce will be too horizontal, and the enemy will be knocked out of B221 distance. | ||
* Many normals and strings will combo into Snare Trap. B33 is listed because it is the easiest to hit confirm and deals the most damage. | * Many normals and strings will combo into Snare Trap. B33 is listed because it is the easiest to hit confirm and deals the most damage. | ||
* Without spending meter, FUBAR will always side switch. Consider ending with Whip Trap even when FUBAR is equipped to maintain the corner progress. | * Without spending meter, FUBAR will always side switch. Consider ending with Whip Trap even when FUBAR is equipped to maintain the corner progress. | ||
* Exactly the same construction in the corner. | * Exactly the same construction in the corner. | ||
* All Snare Trap combos can be started with the forward throw and Shoulder Roll KBs. | |||
<code>(forward throw KB) > B33 ~ Snare Trap (DB3) > J2 (late) > J2 (immediate) > B221 ~ Whip Trap (DB4)/FUBAR (DBF1)</code> | <code>(forward throw KB) > B33 ~ Snare Trap (DB3) > J2 (late) > J2 (immediate) > B221 ~ Whip Trap (DB4)/FUBAR (DBF1)</code> | ||
* Much easier followup to Snare Trap that deals less damage. | * Much easier followup to Snare Trap that deals less damage. | ||
Line 1,635: | Line 1,750: | ||
* Delays an entire seven seconds, meaning that Rambo only has to wait three seconds after finishing to get the KB. | * Delays an entire seven seconds, meaning that Rambo only has to wait three seconds after finishing to get the KB. | ||
* In the corner, add a D1 before the B221 to squeeze out slightly more damage. This requires the FUBAR ender. | * In the corner, add a D1 before the B221 to squeeze out slightly more damage. This requires the FUBAR ender. | ||
<code>(forward throw KB) > B33 ~ Snare Trap (DB3) > J2 (late) > forward dash ~ B221 or B33 ~ Savage Slide/Amplify (BF4)</code> | |||
* Snare Trap can be ended with Savage Slide to build towards the KB, but it greatly sacrifices damage and corner carry while being very meter hungry. | |||
* As always, B33 is easier to land than B221 but gives less reward. | |||
|-|Breakaway= | |-|Breakaway= | ||
<code>(forward throw KB) > B33 ~ Snare Trap (DB3) > J2 (middle) > F4</code> | <code>(forward throw KB) > B33 ~ Snare Trap (DB3) > J2 (middle) > F4</code> | ||
* Breakaway callout combo. | * Breakaway callout combo. | ||
* With the right J2 timing it can catch both breaking and non-breaking enemies. | * With the right J2 timing it can catch both breaking and non-breaking enemies. | ||
<code>(forward throw KB) > B33 ~ Snare Trap (DB3) > J2 (middle) > dash | <code>(forward throw KB) > B33 ~ Snare Trap (DB3) > J2 (middle) > forward dash ~ D2</code> | ||
* Guaranteed damage combo. | * Guaranteed damage combo. | ||
* Requires a dash to catch both regular and breakaway timing. | * Requires a dash to catch both regular and breakaway timing. | ||
<code>(forward throw KB) > B33 ~ Snare Trap (DB3) > dash | <code>(forward throw KB) > B33 ~ Snare Trap (DB3) > forward dash ~ 1 > forward dash ~ D2</code> | ||
* Guaranteed damage with KB build combo. | * Guaranteed damage with KB build combo. | ||
</tabber> | </tabber> |
Latest revision as of 15:18, 12 October 2023
John Rambo #MK11_RAM | |
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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 |
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. However, his lack of proper close-range potential, limited combo options, and lacking kustom abilities leaves him in a far weaker state than the rest of the roster, requiring a lot of effort to play effectively.
Strengths | Weaknesses |
---|---|
|
|
Movelist
Normals
1
B1
F1
D1
2
B2
F2
D2
3
B3
F3
D3
4
B4
F4
D4
Jump and Hop Attacks
J1
J2
JK
SHP
SHK
Reversal Attacks
U2
U3
Throws
Special Moves
Hunting Bow (DB2)
Whip Trap (DB4)
Savage Slide (BF4)
Fatal Blow
Kustom Abilities
Artillery Strike (BF2)
Claymore (DB3)
Hidden M60 (DB2)
Snare Trap (DB3)
FUBAR (DBF1)
Leopard Krawl (BF4)
Shoulder Roll (BF4)
M.R.E. (DB1)
Mace Trap (DB4)
Commando
Strategy and Kombos
General Tips
- Use Rambo's great speed. Do not hold turns if he can avoid it. Any close range enemy turn is a strike-throw situation, so whenever possible, don't give them the chance.
- When attacking, have a mixup in mind, apply it expeditiously, and then immediately ready yourself for the successful enemy avoidance scenario. Some mixups on block like F4 or B224 will allow him to create space, while others like B121 will force him to accept the enemy turn.
- Many of Rambo's key mixups will create significant distance on hit. Do not attempt to oki on every single knockdown, as this can lead to easy punishment and Rambo has a great zoning and spacing game anyways.
- Only attempt repeated, relentless mixups once the enemy is cornered.
- Practice Hunting Bow timing. To fire all three arrows, it must be manually timed off the special move cancel.
- The forward throw KB, while strong, should never be the plan-A foundation of your gameplan. Purposefully building it means sacrificing much of Rambo's mixup and mobility options. Only attempt it when the situation arises, such as after extended zoning, extended enemy staggers, or successive hits in the corner.
- And as always, see what you can get away with! Everything is 100% real until the enemy demonstrates that they can blow it up. Gauge your enemy with "fake" options to see what works, and then keep on using it until it doesn't anymore.
Turns
- B22 is Rambo's turn taking string of choice in most situations, fast enough to usually stop enemy mashing, giving mostly safe staggers and mixups on block, and giving decent confirmable damage and corner carry on hit. B22 can be confirmed into Hunting Bow arrows in the corner, and with Snare Trap equipped it can be confirmed into a full combo anywhere on screen. However, it can whiff if the enemy is too far away, and attempting the mixups on block opens Rambo up to potential punishment.
- F12 has much better range and gives more damage on hit, but the situation on block is much more risky. Only use against enemies who have demonstrated reckless mashing when minus, or are anticipating a throw.
- B33 is slower than F12 and B221 and gives the least reward on hit and block, but it has the best range and cannot be full combo punished on regular block. With Snare Trap equipped it becomes the most rewarding on hit.
- F21 is a middle ground of range, risk, and reward - as long as the enemy doesn't flawless block the second hit. On block it can be turned into F214 for a spacing trap, or the F211 mixup can be attempted. If the enemy has demonstrated that they can regularly flawless block F21, avoid this string for turn-taking entirely. Cannot be confirmed into Snare Trap, but can be confirmed into Hunting Bow in the corner.
- Once Rambo can get the enemy to stop mashing on his turn, he can use B12 and F4 for much greater reward. Representing the F4 fast overhead as a possibility on turn will condition the enemy to either mash or block high, both of which open them up to other options. In the immediate situation, F4 gives good distance on block and starts a full screen zoning game on hit, with the threat of the overhead-twice KB. B12 gives excellent mixup options on block and can be confirmed into Hunting Bow arrows on corner hit. Equipping Snare Trap allows it to be confirmed into a full combo midscreen, and Leopard Krawl further enhances the mix. While B12 and F4 are very vulnerable to enemy abare, F4 will high profile certain low pokes.
- Turn throw, already a crucial option for any character, can potentially give Rambo tremendous reward with the forward throw KB. Like all characters, make sure to represent turn throw to encourage the enemy to let go of block.
Pressure and Mixups
- B22 is Rambo's primary stagger string. Staggering at B2 or B22 will both work. Stagger into a throw or FUBAR, stagger into another B22, finish the string with B224 or B221 to catch an attempted flawless block, or cancel into a special for another mixup. B22 gives many options.
- 12, F1, and 22 can also be used as staggers, though they are not as solid as B22.
- Forward throw KB means that stagger into throw is always a dangerous option, especially in the corner.
- Many of Rambo's mixups will create a distant knockdown. Do not attempt to oki off all of them - use them as an opportunity to transition into Rambo's strong zoning game.
- Do not continually apply a single 50/50. Rambo has so many mixup tools and potential grab points that is it always in Rambo's favor to diversify. Force the enemy to remember the breadth of Rambo's options.
- Leopard Krawl lets Rambo get very creative with the mix. For instance, he can use Leopard Krawl to condition the enemy to expect a mixup at the end of a string, and then next time cancel into Leopard Krawl early to catch them by surprise. If Rambo is doing F21~Leopard Krawl vs. F211, the enemy sees the F21 and prepares for the mixup, allowing Rambo to catch them by surprise by doing F2~Leopard Krawl instead.
Crouching Pokes
- The poke situation on block is generally not in Rambo's favor.
- Rambo can cancel pokes into FUBAR to stop the enemy turn, but he lacks an alternate mid special that would complete the tick throw mixup. Without FUBAR, he has to respect the enemy turn on a blocked D1.
- D3 and D4 give much better pushback on block, so whenever possible use them for poking instead of D1.
- Shoulder Roll on a blocked poke gives Rambo more offensive and defensive options, but it is still vulnerable to immediate enemy counterpokes.
- On hit, represent the F4 overhead to improve the threat behind your interruptions.
Flawless Blocks
- On a blocked D1 and without FUBAR, get ready to flawless block to catch the enemy counterattack.
- In scrambles U2 is liable to get interrupted - use U3 instead, as it is armored and will still create distance on block.
- U2, due to its long startup, is also easier to safe jump.
Short Hops
- Immediate short hop attacks are not useful; Rambo already has F4 to hit the enemy with a fast overhead (which is faster, safer, and more rewarding).
- Use empty hop throw and delayed SHP.
- Short hops will immediately reset the forward throw KB timer, so prioritize command grabs over regular throws on empty hop.
- SHP has enough range to catch both wakeup forward roll and wakeup U3 on certain knockdowns, while being difficult to punish at max distance.
Oki
- Most knockdowns give a favorable advantage to oki with B121 at close range. When properly timed it will catch both regular and delayed getup timing. This mix is far more robust with Leopard Krawl, potentially turning each special cancel point into a three way (if fuzzyable) mixup.
- Backdash into a delayed Whip Trap can catch both forward getup roll and wakeup attacks with the right timing, but it is highly knockdown dependent.
- Very lengthy knockdowns like B121 or SHK can be framekilled with Stance Switch to preserve the forward throw KB timer.
- Throw and F4 on oki are potentially rewarding, but easily punishable with mashing or delayed getup. Generally these should be staggered into when applied on wakeup.
- Work on your oki timings - stopping getup jump is very important for his gameplan. If the player is not confident in their ability to stop wakeup jump, oki with the large hitboxes of B33 or even F4 instead.
- Landing the Leopard Krawl Quick Slash on an enemy jump creates a scenario that requires Rambo to make extremely specific reads: getup roll must be countered by Sneak Attack, wakeup jump must be countered by Quick Slash, and getup U3 must be either neutrally low profiled or countered by the parry. Unless ready for this situation, exit stance immediately after landing the knife.
- Knockdowns that are +19 or better will allow Rambo to parry their getup attack with Leopard Krawl.
- Midscreen, F21 should never be used to oki - the enormous gap is exceedingly easy to punish with a delayed getup.
- Claymore loops, while humorous, can easily backfire.
Zoning
- Use Whip Trap and Hunting Bow in tandem to zone out the enemy. Whip Trap covers the ground, Hunting Bow covers the sky.
- Whip Trap has a brief cooldown between uses. Rambo can use Hunting Bow during this cooldown, but rote switching between the two options can make his zoning too predictable.
- Whip Trap, while classed as a projectile, cannot be parried. Certain common anti-zoning moves like Smoke Shake are entirely ineffective, while projectile-immune statuses are unaffected.
- If the enemy jumped midscreen, use the significant active frames of Whip Trap to punish them on the way down.
- Use the Hunting Bow delay and cancel. Fire a variable number of arrows before cancelling and going for something different.
- Claymore vastly improves his zoning abilities. Set down a mine and as long as they lack an airdash or a teleport, it will be extremely difficult for the enemy to close the gap. If the enemy is able to get close, prepare to antiair their attempt to jump over the mine.
Spacing and Whiff Punishing
- F21 is a superb string for neutral whiff punishing. Cannot combo into Snare Trap, but otherwise its range, damage, and easy confirmation give it strong utility for whiff punishes.
- F3 has better range for its speed than F2, but it is much harder to confirm. F3 into Hunting Bow is a potentially rewarding, but very difficult and punishable confirm.
- Some of Rambo's normals, like F214 and B31+3, create enough distance on block to set up a spacing trap.
- Backdash, and then immediately cover the ground with B33, being a confirmable string with great range and a back input. Always confirm into Snare Trap or Fatal Blow if available. Otherwise, Rambo can get guaranteed damage by cancelling into Savage Slide or Whip Trap, or attempt a reset by cancelling into Shoulder Roll or Leopard Krawl.
- Rambo's backdash is so fast that waiting too long to cancel into B33 will cause it to whiff entirely.
- Against significant enemy aggression, Rambo can also use backdash into Whip Trap to retreat and cover ground.
The Corner
- Rambo's pressure and mixup game is unlocked in the corner.
- Confirm B22, B33, B12, and F21 into Hunting Bow to deal damage and keep the enemy standing for another mixup.
- Many of Rambo's key mixups, like F4, B224, and Leopard Krawl, no longer create distance once in the corner. With that fact, he can loop one mixup into another much more efficiently - all while confirming into Hunting Bow.
- B31+3 is absolutely evil in the corner; the +10 restand now leaves the enemy close enough to guarantee a B22 in most situations (the farthest situations will instead necessitate F1, F2, or B3), and on block it lets Rambo attempt a spacing trap - while dealing an unusual 3% chip damage without a gap. B31+3 will also allow juggle situations to end with a standing enemy, complementing Hunting Bow.
Enemy Mashing
- With numerous mashable gaps in his attacks, and a lack of fast options to cancel from his crouching pokes, Rambo is uniquely vulnerable to enemy mashing.
- D1 and D3 into FUBAR will catch the enemy mash, but without a fast alternate mid special to complete the 50/50 it is a very risky option.
- Flawless block into U3 is a solid choice, retreating Rambo even when blocked. U2 is liable to get interrupted in scramble situations.
- Leopard Krawl can somewhat remedy this: certain standing normals have enough cancel advantage to frame trap into a Quick Slash, and the parry will catch mashing for the other normals. However, the parry is still too slow to catch most mashing when cancelled from a crouching poke.
- All this boils down to: greatly prioritize the normals with pushback, then follow them with spacing traps.
Enemy Spacing
- Whip Trap is superb for catching enemy spacing traps - both those which use advancing normals, and those which use disjoints.
- Use Rambo's strong backdash to turn the tables on their spacing game, and force the enemy to approach him instead.
- Rambo can call out enemy retreating with a forward dash into F2 or F3, though this obviously carries risk.
Enemy Zoning
- Whip Trap will stop most zoning in its tracks.
- Against duckable fireballs, react to the startup to do the Whip Trap - Rambo can be caught by a normally low profiled fireball during the Whip Trap recovery.
- Even against projectiles that cannot be low profiled, the superior knockdown of Whip Trap will still win him most zoning wars.
- Snare Trap can also be used as a high reward anti-zoning option. The natural animation will be interrupted on trades, allowing Rambo to combo meterlessly. Midscreen this gives him a full combo, but fullscreen won't get him much more than a Whip Trap.
- When jumping over fireballs at mid range, attack with a jump kick to discourage antiairs. The reward on block will be lower, but the important part is gaining the space and avoiding punishment.
Popular Variations
The "All Grabs Everything" build, maximizing his possible mix. The most popular loadout. Despite every single slot providing a grab, each command grab in this variation does serve a distinct purpose:
- FUBAR is used to catch counterpokes off D1 and D3, fish for the getup roll KB, and end combos.
- Commando is used to end combos in the corner, side switch, deal chip damage, and mix the enemy when they are between 3% and 7% remaining HP.
- Leopard Krawl is used to mix the enemy and apply corner pressure.
While this variation is well suited to Rambo's traditional hit-and-run style, it also gives him more ability to stay point blank through continual Leopard Krawl stance mix and corner positioning.
Players: BiohazardCMNDR, roethor
For those who are unconvinced that Rambo's command grabs are worth it. This variation gives Rambo his best non-command grab utility for the close range - use Shoulder Roll to approach and start strike-throw mixups, and then use Snare Trap to maximize damage off of confirms. Probably Rambo's safest and most conventional kustom variation overall, though it is not as popular as the triple-grab.
Players: Grr
If you're gonna use the Claymore, might as well pick the special that works the best with it. This variation uses the Shoulder Roll to apply the Claymore both offensively and defensively, and keeps Commando for the additional mix and utility.
Players: Dylan Lloyd
Well rounded custom loadout, for players confident in their approaches and hit confirms. Gives the high damage of Snare Trap confirms while maintaining a command grab option. Each of the three options is viable - FUBAR will give the absolute best damage, Commando allows the high damage combos to end with a restand, and Leopard Krawl gives the most mixup options on block.
Universal Kombos
F122, D2
F122/D2 > B221 ~ Whip Trap (DB4)
- Basic, easy combo that gives a lengthy, long distanced knockdown. Add a dashup before the B221 to give slightly more corner carry and make the timing easier.
- Very lenient timing due to the long active frames of Whip Trap.
- Most combos that can be done with F122 can be done with D2 as well, though D2 causes a faster fall and is harder to continue.
- For all F122 or D2 combos, follow up with F4 to catch breakaway or D2 to maximize guaranteed damage.
F122/D2 > dash ~ D1 > B221 ~ Whip Trap (DB4)
- Add a D1 before the B221 to deal slightly more damage and increase the corner carry. Difficult, and requires a very specific dash cancel timing.
F122/D2 > B221 ~ Savage Slide (BF4)
- Landing Savage Slide on juggled enemies is much harder than Whip Trap, having a smaller hitbox, far fewer active frames, and non-projectile behavior. Perform the B221 as soon as possible after the F122 or D2.
- Doing the B221 at the absolute earliest time will still land, but it may cause a bizarre side switch. The amplify will still work.
F122/D2 > B33 ~ Savage Slide (BF4)
- Using B33 instead of B221 is easier to land, but sacrifices damage and corner carry.
F122/D2 > 1 > D1 > B221 ~ Whip Trap (DB4)
- In the corner, B221 hits the enemy too high for the immediate Whip Trap to work. Add a 1 and then a D1 to squeeze more damage and add gravity.
- If the 1 > D1 > B221 is too hard to land, omit the D1 and just do 1 > B221.
F122/D2 > B221 ~ Savage Slide (DF4)
F122/D2 > B33 ~ Savage Slide (BF4)
- The midscreen Savage Slide combos can be done without changes in the corner.
U2
U2 > B221 ~ Whip Trap (DB4)
U2 > F3 ~ Whip Trap (DB4)
(corner) U2 > 1 > D1 > B221 ~ Whip Trap (DB4)
- For the most part, combo construction is nearly identical to D2 or F122.
- Midscreen D1 > B221 combos cannot be done from U2 due to the greater horizontal knockback.
- Rambo generally has enough dash speed to combo into B221 from U2. If the enemy is too far away use F3 instead.
Antiairs
1 > F12/F2 ~ Whip Trap (DB4)/FUBAR (DBF1)
- Most basic antiair combo.
- Whip Trap will deal less damage than D2, while FUBAR will exceed the D2 damage and give a better knockdown.
- F2 is harder to use as an extension, but deals slightly more damage and gives less breakaway points.
1 > B33/B221 ~ Whip Trap (DB4)/FUBAR (DBF1)
- Perfectly clean 1 antiairs will allow for extensions with B221 or B33.
- Deals more damage than D2 even without FUBAR, but requires very disciplined antiairing.
3 ~ Savage Slide (BF4)
- The only way to get Savage Slide off an antiair.
- Only use when absolutely ready to antiair - while 3 has a large hitbox, its 12 frame startup doesn't do it any favors.
Jump Kick
JK > F3 ~ Whip Trap (DB4)
- The easiest way to follow up a landed JK without a special move buffered. Requires no dash, deals decent damage, and gives some corner carry.
JK > dash ~ B221/B33 ~ Whip Trap (DB4)
- Following up with a string will require a dash with difficult timing, but will further increase the damage and corner carry.
JK > D1 > D1 > B221/B33 ~ Whip Trap (DB4)
- Jump kicks in the corner bounce the enemy far lower than F122 or D2. If these conversions are too difficult, omit or reduce the D1 attacks and use B33 instead.
Forward Throw KB
Forward Throw KB > F122 > B221/B33 ~ Whip Trap (DB4)/Savage Slide (BF4)
Forward Throw KB > F122 > dash ~ D1 > B221 ~ Whip Trap (DB4)
Forward Throw KB > F122 > D2/F4
- All combos that start from F122 can be performed after the Forward Throw KB. The same properties apply - Whip Trap creates more distance and is easier to combo into, Savage Slide keeps the enemy close and potentially gives more damage while being harder to land.
- Follow up with D2 or F4 if the enemy has defensive meter.
Forward Throw KB > B33 ~ Hunting Bow (DB2)
- In the corner, the forward throw KB creates a unique opportunity to guarantee a B33 ~ Hunting Bow. By far the best corner option if breakaway is available, but even without breakaway it lets Rambo seamlessly continue offense.
Forward Throw KB > F122 > 1 > D1 > B221/B33 ~ Whip Trap (DB4)
Forward Throw KB > F122 > B221/B33 ~ Savage Slide (BF4)
- Like the midscreen F122 combos, the corner F122 combos can also be used after the forward throw KB.
- Without enemy defensive meter meter these deal more damage and give longer advantage than B33 ~ Hunting Bow, but they require a disciplined Rambo to take advantage of.
Variation Kombos
FUBAR (DBF1)
(forward throw KB) > F122/D2/U2 > dash ~ D1 (not from U2) > B221 ~ FUBAR (DBF1)
(forward throw KB) > F122/D2/U2 > B33 ~ FUBAR (DBF1)
- FUBAR can be used in place of Whip Trap for more damage, a closer knockdown, and side choosing (with meter). For B211 this requires more specific combo structuring, making B33 a more attractive option to avoid drops.
- Where adding a D1 gave marginal benefit to Whip Trap combos, it gives much more to FUBAR combos. Without the D1 there is often not enough gravity for the FUBAR to connect.
JK > F3 ~ FUBAR (DBF1)
JK > dash ~ B221 ~ FUBAR (DBF1)
- B33 ~ FUBAR will not work for jump kick combos, as B33 lacks the forward advancement.
- B221 ~ FUBAR on a midscreen jump kick is especially difficult to land, as the jump kick lacks the vertical bounce to add a D1, but B221 still has enough upward knockback to make the FUBAR whiff. Only attempt if you are 100% certain it will land.
(forward throw KB) > F122/D2/U2 > F3 ~ FUBAR (DBF1)
- New, breakaway spoofing combo that FUBAR allows. Gives the least possible points for the enemy to break, while dealing more damage than a D2.
- Used against enemies who breakaway late to avoid oki and get punishes.
F122/D2/U2 > 1 > D1 > B221/B33 ~ FUBAR (DBF1)
Forward Throw KB > F122 > 1 > D1 > B221/B33 ~ FUBAR (DBF1)
JK > D1 > D1 > B221 ~ FUBAR (DBF1)
- In the corner, FUBAR becomes an even more attractive option versus Whip Trap - where Whip Trap becomes less plus, FUBAR keeps all its midscreen plus frames when in the corner.
- Landing FUBAR in the corner is not substantially different from landing Whip Trap - additional attacks also must be added to increase gravity.
Snare Trap (DB3)
(forward throw KB) > B33 ~ Snare Trap (DB3) > J2 (late) > microwalk > F3 > B221 ~ Whip Trap (DB4)/FUBAR (DBF1)
- Best possible damage from Snare Trap. The microwalk is difficult to time to get the required vertical bounce - too late and the bounce will be too horizontal, and the enemy will be knocked out of B221 distance.
- Many normals and strings will combo into Snare Trap. B33 is listed because it is the easiest to hit confirm and deals the most damage.
- Without spending meter, FUBAR will always side switch. Consider ending with Whip Trap even when FUBAR is equipped to maintain the corner progress.
- Exactly the same construction in the corner.
- All Snare Trap combos can be started with the forward throw and Shoulder Roll KBs.
(forward throw KB) > B33 ~ Snare Trap (DB3) > J2 (late) > J2 (immediate) > B221 ~ Whip Trap (DB4)/FUBAR (DBF1)
- Much easier followup to Snare Trap that deals less damage.
- When doing the double J2 attacks, continually hold the forward jump input until the B221.
- In the corner, add a D1 before the B221 to squeeze out slightly more damage. This requires the FUBAR ender.
(forward throw KB) > B33 ~ Snare Trap (DB3) > 12 (whiffed, framekill) > F3 > B221 ~ Whip Trap (DB4)/FUBAR (DBF1)
- Sacrifices even more damage to build towards the forward throw KB.
- Delays an entire seven seconds, meaning that Rambo only has to wait three seconds after finishing to get the KB.
- In the corner, add a D1 before the B221 to squeeze out slightly more damage. This requires the FUBAR ender.
(forward throw KB) > B33 ~ Snare Trap (DB3) > J2 (late) > forward dash ~ B221 or B33 ~ Savage Slide/Amplify (BF4)
- Snare Trap can be ended with Savage Slide to build towards the KB, but it greatly sacrifices damage and corner carry while being very meter hungry.
- As always, B33 is easier to land than B221 but gives less reward.
(forward throw KB) > B33 ~ Snare Trap (DB3) > J2 (middle) > F4
- Breakaway callout combo.
- With the right J2 timing it can catch both breaking and non-breaking enemies.
(forward throw KB) > B33 ~ Snare Trap (DB3) > J2 (middle) > forward dash ~ D2
- Guaranteed damage combo.
- Requires a dash to catch both regular and breakaway timing.
(forward throw KB) > B33 ~ Snare Trap (DB3) > forward dash ~ 1 > forward dash ~ D2
- Guaranteed damage with KB build combo.
Shoulder Roll (BF4)
Shoulder Roll KB (BF4) > J2 > F122 > dash ~ D1 > B221 ~ Whip Trap (DB4)/FUBAR (DBF1)
Shoulder Roll KB (BF4) > J2 > B33 ~ Hunting Bow (DB2)
Shoulder Roll KB (BF4) > J2 > B33 ~ Snare Trap (DB3) > J2 (late) > microwalk > F3 > B221 ~ Whip Trap (DB4)/FUBAR (DBF1)
(etc)
- The Shoulder Roll KB can be used in place of the forward throw KB for all combos.
- It functions nearly identically to the forward throw KB but gives much more hit advantage - enough to add a J2, even in the corner.
- The J2 must be well timed to intersect with the top of the enemy hurtbox. If this proves to be too difficult use J1 instead.
Claymore (DB3)
Claymore (DB3) > Whip Trap (DB4)
Claymore (DB3) > F3 > Whip Trap (DB4)/FUBAR (DBF1)
- Most of the time, Rambo won't be in a position to substantially follow up Claymore.
- Use F3 if within distance. Raw Whip Trap works anywhere, but doesn't give much.
Claymore (DB3) > forward jump > (claymore detonation) > J2 (late) > B221 ~ Whip Trap (DB4)
Claymore (DB3) > forward jump > (claymore detonation) > J2 (late) > dash ~ D1 > B221 ~ Whip Trap (DB4)/FUBAR (DBF1)
Claymore (DB3) > forward jump > (claymore detonation) > J2 (late) > B33 ~ FUBAR (DBF1)
- Against woefully unprepared enemies, Claymore can be used as a dedicated combo starter.
- Easier to follow up than F122, but the general combo structure is the same.
Claymore (DB3) > D1 > D1 > B221 ~ Claymore (DB3)/Whip Trap (DB4)/FUBAR (DBF1)
- In the corner, it becomes substantially easier to pick up off of stray Claymore hits.
- End the Claymore combo with another Claymore for risky shenanigans.
Claymore (DB3) > JK > D1 > B221 ~ Claymore (DB3)/Whip Trap (DB4)/FUBAR (DBF1)
- Claymore incentivizes use of the jump kick - slightly harder to follow up for combos than J2, but with a much bigger hitbox.
- If the jump kick is done with the earliest possible timing it will not allow for combos. Delay the jump kick to find the proper timing that still stuffs out enemy actions, while allowing for combo extension.
Artillery Strike (BF2)
Artillery Strike (BF2) > forward jump > (shell lands) > J2 (late) > B221 ~ Whip Trap (DB4)/FUBAR (DBF1)
- Where Claymore was difficult to follow up on a stray midscreen hit, Artillery Strike is near impossible.
- The only way to continue it midscreen is to jump over the enemy first before the shell lands and hit them with a J2 when they're launched.
- That is, if the shell lands.
- If.
Artillery Strike (BF2) > D1 > D1 > B221 ~ Whip Trap (DB4)/FUBAR (DBF1)
Artillery Strike (BF2) > JK > D1 > B221 ~ Whip Trap (DB4)/FUBAR (DBF1)
- Identical combo construction to Claymore in the corner.
- However, while Claymore loops can sometimes work, Artillery Strike loops are entirely out of the question.