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* '''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 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. | * '''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. | * '''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. | * '''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. | * '''Great Dashes:''' Rambo has quick dashes and a fast forward walk speed. | ||
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* '''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. | * '''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. | ||
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== Movelist == | == Movelist == | ||
Revision as of 17:57, 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