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. |
John Rambo #MK11_RAM | |
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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
121, 121+3
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
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
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
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
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
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
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
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. |
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
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