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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 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 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 | * '''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. | ||
* ''' | * '''Scarce Low Attacks:''' Beyond universal low attacks, Rambo's only lows are in Leopard Krawl, Savage Slide, and Whip Trap, the latter two being entirely reactable. | ||
}} | }} | ||
Revision as of 19:29, 24 April 2023
John Rambo #MK11_RAM | |
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FREEDOM
John J. Rambo is a former United States Special Forces soldier deeply haunted by his time in Vietnam. He is rough, aggressive and is well known for entering exceptionally dangerous situations alone. Rambo has reactivated his ruthless fighting skills to infiltrate the MK universe. | |
Data | |
Health | 1000.00 |
Hitbox | Male |
Introduction
Rambo uses space control and continuous low damage mixups to outlast his enemies in a battle of attrition, then makes hard reads to finish them with deadly Krushing Blows.
Strengths | Weaknesses |
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Movelist
Normals and Strings
1
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.003 | High | 8 | 2 | 19 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
13 | 3 | -1 | -1 | - | |||||||
A slightly below average jab. Like all jabs, it's used for anti-airs, conventional tick throws, and punishes for when mid strings would be too slow. |
B1
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
30.00 / 4.50 / 0.005 | Mid | 18 | 2 | 26 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
21 | 13 | -6 | -6 | - | |||||||
Forward advancing, but slow. Favorable startup and overhead followups make it an ideal oki option off most knockdowns. |
F1
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.003 | Mid | 11 | 3 | 24 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
16 | 8 | -7 | -7 | - | |||||||
Mid that starts the F122 meterless combo string. Used for punishes or riskier, more rewarding strike-throw shimmies. |
2
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
30.00 / 4.50 / 0.005 | High | 9 | 2 | 22 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
15 | 12 | -2 | -2 | - | |||||||
Heavier jab, with better vertical and horizontal range than 1 while only being one frame slower. Better at anti-airing than 1, but causes a faster drop, making it harder to continue the combo. |
B2
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
30.00 / 4.50 / 0.005 | Mid | 11 | 3 | 25 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
18 | 13 | -1 | -1 | - | |||||||
Rambo's primary normal when doing strike-throw mixups. Very short range and no forward advancement, but highly staggerable due to being only -1 on block as well as the threat of its followups. With a full meaty, it can be up to +1 on block. |
3
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | High | 9 | 2 | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
12 | 23 | 4 | 4 | - | |||||||
Placeholder |
4
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | High | 9 | 2 | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
12 | 23 | 4 | 4 | - | |||||||
Placeholder |
Jump and Hop Attacks
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | High | 9 | 2 | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
12 | 23 | 4 | 4 | - | |||||||
Placeholder |
Getup and Flawless Block Attacks
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | High | 9 | 2 | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
12 | 23 | 4 | 4 | - | |||||||
Placeholder |
Throws
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
13.00 / 0.00 / 0.00 | Grab, High | 10 | 2 | 34 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
- | 14 | - | - | - | |||||||
Krushing Blow: Activates if Rambo has not JUMPED, been KNOCKED DOWN, or LAUNCHED for 10 seconds. |
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
13.00 / 0.00 / 0.00 | Grab, High | 10 | 2 | 34 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
- | 14 | - | - | - | |||||||
Like his forward throw, Rambo's back throw has a long animation for building the forward throw KB. Puts a fair amount of distance between the two fighters, allowing him to start a spacing game. |
Special Moves
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | High | 9 | 2 | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
12 | 23 | 4 | 4 | - | |||||||
Placeholder |
Fatal Blow
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | High | 9 | 2 | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
12 | 23 | 4 | 4 | - | |||||||
Placeholder |
Kustom Abilities
Damage | Guard | Startup | Active | Recovery | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | High | 9 | 2 | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
12 | 23 | 4 | 4 | - | |||||||
Placeholder |
Strategy and Kombos
General Tactics
Popular Variations
Universal Kombos
Variation Kombos