Mortal Kombat 11/Rambo

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John Rambo
#MK11_RAM
Mk11-rambo-splash.png
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
  • 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 down-reaching J1 that's always 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.
  • 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.
  • 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 Snare 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.

Movelist

Normals


121, 121+3


Fist of Glory (1)
Damage Guard Startup Active Recovery
2.00 / 0.30 / 0.0003 High 8 2 19
Cancel Hit Adv. Block Adv. F/Block 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. Starts the 121 string, which can be used with Commando and Leopard Krawl for small mixups.

Fist of Glory
1
Damage Guard Startup Active Recovery
2.00 / 0.30 / 0.0003 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. Starts the 121 string, which can be used with Commando and Leopard Krawl for small mixups.


B1


Basic Training
B1
Damage Guard Startup Active Recovery
3.00 / 0.45 / 0.0005 Mid 18 2 26
Cancel Hit Adv Blk Adv F/Blk Adv Cost
21 13 -6 -6 -

Forward advancing, but slow. Starts the B121 string, an important string for stronger, safer overhead mixups. Favorable startup and overhead followups make it an ideal oki option off most knockdowns.


F1


Bloody Knuckles
F1
Damage Guard Startup Active Recovery
2.00 / 0.30 / 0.0003 Mid 11 3 24
Cancel Hit Adv Blk Adv F/Blk Adv Cost
16 8 -7 -7 -

Mid that starts the extremely unsafe F122 meterless combo string. Used for punishes or riskier, more rewarding strike-throw shimmies. Commando adds a string-grab alternate ender for more possible mixups.


2


Nose Buster
2
Damage Guard Startup Active Recovery
3.00 / 0.45 / 0.0005 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. Starts 222, a string that is safer and more forward advancing than 121 but offers less mixup opportunities.


B2


KA-BAR Slash
B2
Damage Guard Startup Active Recovery
3.00 / 0.45 / 0.0005 Mid 11 3 25
Cancel Hit Adv Blk Adv F/Blk Adv Cost
18 13 -1 -1 -

Starts the crucial B221 string, a vital mid confirm for strike-throw shimmies and combos, giving the best damage and corner carry. B2 itself has very short range and no forward advancement, but is 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.


F2


Knockout Punch
F2
Damage Guard Startup Active Recovery
5.00 / 0.75 / 0.0008 Mid 13 3 29
Cancel Hit Adv Blk Adv F/Blk Adv Cost
17 9 -5 -5 -

Rambo's best singular normal. F2 is a safe mid with superb range that leads into F211, a confirmable string used for approaches, whiff punishes, and mixups.


3


Boot Bash
3
Damage Guard Startup Active Recovery
5.00 / 0.75 / 0.0008 High 12 3 23
Cancel Hit Adv Blk Adv F/Blk Adv Cost
17 3 1 1 -

Rambo's only plus standing normal without a meaty. Creates a bit of pushback, causing most D1 and D3 attacks to whiff. Due to it being a high and lacking string followups, it is very vulnerable to getting mashed on.


B3


Low Blow
B3
Damage Guard Startup Active Recovery
5.00 / 0.75 / 0.0008 Mid 12 3 31
Cancel Hit Adv Blk Adv F/Blk Adv Cost
15 -1 -6 -6 -

Important, but flawed normal that starts the B33 string. Used for backdash spacing traps (due to its back input) and combo construction. With Snare Trap (DB3) equipped, B33 becomes a more damaging and rewarding alternative to B22, but gives less mixup and stagger options on block. -1 on hit and 31 recovery frames makes it a poor choice for a single hit stagger.

B33 can be used in place of B221 in FUBAR combos for much easier pickups, sacrificing some damage and corner carry.


F3


Recon Kick
F3
Damage Guard Startup Active Recovery
7.00 / 1.050 / 0.011 High 16 3 27
Cancel Hit Adv Blk Adv F/Blk Adv Cost
20 17 -3 -3 -

A spinning kick with excellent range and forward advancement, enough to reach from round start. Used to close the distance, continue U2 combos, and minimize the potential breakaway points of a juggled enemy. Generally too fast to duck and punish on reaction, though it can be stuffed by preemptive ground pokes.


4


Face Smasher
1
Mk11-sub-slide.png
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


Face Smasher
1
Mk11-sub-slide.png
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


Face Smasher
3
Mk11-sub-slide.png
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


Forward Throw
F1+3 or FLB
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.

Rambo's forward throw keeps the enemy close and has a long animation. While he doesn't have any ground DOT abilities to directly synergize with the long animation, it helps with building his throw KB timer. B12 is the best oki option after a forward throw but it requires very precise timing; B22 and B33 are easier but less aggressive options.

Unlike other throw KBs, Rambo's forward throw KB inflicts DOT and keeps the enemy in place for a combo. Mostly used to pounce on a defensive, cornered enemy, but it can also be deployed as a surprise counterattack on an aggressive enemy after taking pokes. Keep in mind that 4, F4, and B224 will also reset the timer, and that planning for this attack will mean foregoing jumps for a little bit - use at your own risk. However, once it is used, Rambo is entirely free to use his strong jump attacks.



Back Throw
1+3 or LB
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


Face Smasher
3
Mk11-sub-slide.png
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


Face Smasher
3
Mk11-sub-slide.png
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


SUB AbilityDeepFreeze.png
DEEP FREEZE

"Modifies Ice Ball. Can amplify Ice Ball Special Move. Absorbs other projectiles."

2 Slots, No Conflicts, No Requirements


Face Smasher
3
Mk11-sub-slide.png
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


Game Navigation

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