(Created page with "{{Infobox Character MK11 |name = John Rambo |hash = RAM |image = Mk11-rambo-splash.png|300px|thumb|center |hp = 1000.00 |hitbox = Male |lore = FREEDOM John J....") |
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== 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. | |||
{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
* ''' | * '''Numerous Overheads:''' Rambo has numerous natural 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 opens the possibility of 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. | |||
* '''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. | |||
|cons= | |cons= | ||
* ''' | * '''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 extremely important aspect of his offensive and defensive gameplan, but using his jumping attacks or his F4 resets its timer. | |||
* '''Limited 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. | |||
}} | }} | ||
== Movelist == | == Movelist == |
Revision as of 17:56, 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 / 0.30 | High | 9 | 2 | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
12 | 23 | 4 | 4 | - | |||||||
Placeholder |
2
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 |
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 | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
20.00 / 3.00 / 0.30 | High | 9 | 2 | 11 | |||||||
Cancel | Hit Adv | Blk Adv | F/Blk Adv | Cost | |||||||
12 | 23 | 4 | 4 | - | |||||||
Placeholder |
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