- Numerous Overheads: Rambo has numerous overheads, with two strings that end in an overhead, a string that has a double overhead, an SHP that can be heavily delayed, and a 19 frame safe on block overhead that immediately threatens a Krushing Blow.
- Numerous Command Grabs: Rambo has three kustom moves that give him command grabs of every kind: string grabs in Commando, a stance grab in Leopard Krawl, and a conventional command grab in FUBAR.
- Excellent Zoning and Anti-Zoning: Whip Trap (DB4) is Rambo's most important tool, crucial for zoning, counter-zoning, space control, and oki. Many of his attacks put the enemy fullscreen to start a Whip Trap gameplan. Shoulder Roll (BF4) gives him another anti-zoning tool, rewarding him with a powerful Krushing Blow on the right read, and Snare Trap (DB3) lets him combo off of zoning trades.
- Good Jumping Attacks: Rambo has strong jumping attacks, with a J2 that makes him up to +13 on block and a huge jump kick.
- 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 B11+3 to keep the enemy standing.
- 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.
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- Extremely Limited Combo Pathing: Rambo has only one special that functions as a traditional combo starter, Snare Trap (DB3), which requires two slots, does not work against airborne enemies, and is too slow to combo from his jab strings. F122, his natural meterless combo starting string, similarly does not work against airborne enemies.
- 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.
- 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.
- Curse of -7: Many of Rambo's normals leave him at -7, allowing fighters with a 6 frame D1 to punish him.
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