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




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. However, his lack of proper close-range potential, limited combo options, and lacking kustom abilities leaves him in a far weaker state than the rest of the roster, requiring a lot of effort to play effectively.

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 easy to make 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 B31+3 to keep the enemy standing. The corner also allows Rambo to stay close after what are normally distant knockdowns, allowing him to loop one mixup into another much more easily.
  • 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 substantially 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. Many of his core mixup tools also put the enemy fullscreen, allowing him to start a zoning game but making it difficult to continually mix the enemy.
  • 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.
  • Vulnerable to 6-Frame Attacks: Many of Rambo's strings have six-frame mashable gaps. Other normals leave him at -7, allowing fighters with 6-frame attacks to punish.

Movelist

Normals


1


MK11 Rambo 1.png
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 subpar jab. Like all jabs, it's used for anti-airs, conventional tick throws, and punishes for when mid strings would be too slow, though its mediocre frame data and very short horizontal range make it harder than other jabs to use in these roles. Characters that do not lean forward in their default pose (such as Sub-Zero) can avoid this jab at the practice mode "Close" distance. Starts the 121 string, which can be used by itself as a weak auto shimmy or with Commando and Leopard Krawl for low-damage mixups.
  • Does not appear to combo into any special moves!

Mk11 rambo 12.png
Damage Guard Startup Active Recovery
3.00 / 0.45 / 0.0005 Mid 11 3 23
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
16 9 -9 -9 -
A small knife slash. Limited range, almost no forward advancement, and surprisingly bad frame data (including being punishable on block at -9) make it very weak in comparison to other mid jab followups. Can be used to stagger with the threat of 121, but Rambo has better strings for staggers, though the animation of 121 does give it a niche use as an auto shimmy.

Mk11 rambo 121.png
Damage Guard Startup Active Recovery
7.00 / 1.05 / 0.0011 Mid 19 3 31
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 14 -2 -7 -
Decently ranged knife thrust that ends the 121 string. -2 on block with large pushback and a Flawless Block gap. Slightly longer recovery makes it less plus on hit than expected, though it is one of Rambo's few knockdowns that leaves the enemy close. Has a similar animation to a regular throw, though its efficacy as an auto shimmy is somewhat dubious with the poor block advantage of 12. The gap is also troublesome, as he lacks a special that would immediately catch a Flawless Block attempt.
  • Trades with 7-frame attacks, beaten by 6-frame attacks.

Mk11 rambo 121+3.png
Damage Guard Startup Active Recovery
8.00 / - / - Grab, High 18 2 31
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 14 - - Commando kustom move
Alternate string-grab followup to 12 that requires Commando to use, giving Rambo a canned low-damage mixup off his jab. Like all string-grabs, it can snag enemies in standing hitstun. Compared to an auto shimmy it deals less damage and cannot Krushing Blow, but it is much harder to avoid, having only one frame of difference from 121.
  • Trades with 7 and 6-frame attacks.


B1


Mk11 rambo b1.png
Damage Guard Startup Active Recovery
3.00 / 0.45 / 0.0005 Mid 18 2 26
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
21 13 -6 -6 -
Slower, advancing mid. Starts B121, a crucial string with two overheads, and the only one of Rambo's overhead strings that cannot be full combo punished. Generally too slow to use in neutral or turn-taking, but the startup is well-timed to allow for oki off most of Rambo's knockdowns. With Leopard Krawl equipped this string becomes far deadlier, giving two special cancel points that each turn into a three-way mixup.

Mk11 rambo b12.png
Damage Guard Startup Active Recovery
3.00 / 0.45 / 0.0005 Mid 17 2 29
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
22 10 -9 -9 -
Overhead stab, the first of two overheads in B121. Surprisingly small hitbox makes it prone to whiff against aerial enemies even if the first part landed.

Mk11 rambo b121.png
Damage Guard Startup Active Recovery
7.00 / 1.05 / 0.0011 Overhead 16 2 27
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 31 -7 -7 -
Big overhead punch, the second of two overheads in B121. Gives a lengthy knockdown, enough to allow Rambo to dash up and oki with B1 midscreen. In the corner, Rambo can either short hop or stance switch to framekill into another B1, though the timing is very tight. -7, so be careful about characters with a 6 frame D1. Against characters without one, a blocked B121 can be used to set up a Flawless Block.


F1


Mk11 rambo f1.png
Damage Guard Startup Active Recovery
2.00 / 0.30 / 0.0003 Mid 11 3 24
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
16 8 -7 -7 -
Mid that starts the F122 string for meterless combos. Tied as his fastest standing mid with B2, though its horizontal range (for the first attack) is much greater. Rarely used outside of punishes, though it can be used for higher reward on shimmy attempts. With Commando or Leopard Krawl equipped, F122 becomes more useful, allowing Rambo to confirm into a combo on hit and do some low-damage mixups on block, though aware enemies can negate this entirely by flawless blocking F12.

Mk11 rambo f12.png
Damage Guard Startup Active Recovery
3.00 / 0.45 / 0.0005 Mid 18 3 31
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
23 10 -7 7 -
Mid followup to F1 with good range, though a large gap. Has the unique property where any followups are disallowed if Flawless Blocked, greatly hampering its use as a mixup string. If the enemy has demonstrated this awareness, avoid this string entirely outside of punishes.
  • Trades with 6-frame attacks.

Mk11 rambo f122.png
Damage Guard Startup Active Recovery
7.00 / 1.05 / 0.0011 Overhead 20 3 34
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 47 -30 -30 -
Last part of the F122 meterless combo string. Great pushback, but absurdly unsafe on block. Only usable for starting juggles, as landing this mid-juggle will make them drop much faster than expected.

With Commando or Leopard Krawl, F122 on block becomes a potentially high reward option, even an unbreakable robbery option if Fatal Blow is available. Commando also allows Rambo to follow this up with a highly plus B31+3 restand to restart his gameplan.

Mk11 rambo f121+3.png
Damage Guard Startup Active Recovery
8.00 / - / - Grab, High 18 2 32
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 14 - - Requires Commando kustom move
Alternate string-grab ender to F12 that side switches. Used to encourage the enemy to let go of block, thus opening them up to F122; an exceedingly risky mix, but a mix nonetheless. Gives the same frame advantage and distance as a back throw.


D1


Mk11 rambo d1.png
Damage Guard Startup Active Recovery
2.00 / 0.30 / 0.0003 Mid 7 2 19
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
11 13 -6 -6 -
An average crouching jab. Rambo's only real abare option due to the slower startup of D3. Cancel directly into FUBAR to stop enemy mashing, though its usage as a tick throw is hampered by Rambo's lack of a special move that would catch an immediate jump. Many of Rambo's optimal FUBAR combos require a D1 or two to add more gravity and prevent B221~FUBAR from whiffing.


2


Mk11 rambo 2.png
Damage Guard Startup Active Recovery
3.00 / 0.45 / 0.0005 High 9 2 22
Cancel Hit Adv. Block Adv. F/Block 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.
Mk11 rambo 22.png
Damage Guard Startup Active Recovery
3.00 / 0.45 / 0.0005 Mid 16 3 22
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
25 11 -3 -3 -
Mid punch followup to 2, with decent forward advancement and an oddly limited choice of comboing special cancels. Mid with a high hitbox, meaning that while it will catch neutral ducks and crouching normals, dedicated low profiles will still work against it. Has a tiny gap that is too small to mash, jump, or Flawless Block. Decent recovery and only -3, but its lack of combo options and the relatively quick startup of 222 makes it a middling choice for a stagger.

Mk11 rambo 222.png
Damage Guard Startup Active Recovery
7.00 / 1.05 / 0.0011 Mid 16 3 31
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 28 -7 -7 -
Bigger mid punch that ends 222. Very forward advancing and highly plus on hit, though the knockback can make it hard to oki midscreen. Yet another move that is -7, so watch out for 6-frame D1 characters.


B2


Mk11 rambo b2.png
Damage Guard Startup Active Recovery
3.00 / 0.45 / 0.0005 Mid 11 3 25
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
18 13 -1 -1 -
Short range knife slash - just beyond throw range. Only -1 on block and up to +1 with a meaty, making it a useful stagger. Starts B221, an extremely important string that does just about everything but anti-air and whiff punish, and Rambo's primary string for turn-taking and close-range aggression without a knockdown.

Mk11 rambo b22.png
Damage Guard Startup Active Recovery
3.00 / 0.45 / 0.0005 Mid 15 3 25
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
22 12 -6 -6 -
Followup to B2. Where B2 was short ranged, B22 is hugely forward advancing. B22 forms Rambo's primary stagger and hit confirm when on the offensive; go into B221 on hit, and stagger with the threat of B224 on block.

Mk11 rambo b221.png
Damage Guard Startup Active Recovery
7.00 / 1.05 / 0.0005 Mid 13 3 30
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
16 20 -11 -11 -
High damage punch that ends B221. Can be special move cancelled, making it a crucial part of combo extensions for maximum damage and corner carry. -11 on block, though the special move cancel can somewhat remedy that. Puts the enemy airborne on hit, allowing Rambo to combo into FUBAR (DBF1) if they started grounded; for enemies mid-juggle, additional hits must be added to cause more gravity, otherwise the B221 will knock them too high and the FUBAR will whiff. If these combos are too difficult B33 can be used instead, sacrificing damage and corner carry. Unfortunately too fast to cover against B224 Flawless Block attempts.

Mk11 rambo b224.png
Damage Guard Startup Active Recovery
9.00 / 1.35 / 0.0014 Overhead 21 5 43
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 24 -1 -6 -
Massive overhead drop kick, and the primary threat behind the B22 stagger. Reaches magnificently far and is only -1 on block, though it has a Flawless Block gap and is absolute death on whiff. Will catch any enemy who tries to jump after B22, making it much more useful with Leopard Krawl equipped.
  • Trades with 6-frame attacks if they are sufficiently high - otherwise they will whiff and the enemy will simply be kounterhit.


F2


Mk11 rambo f2.png
Damage Guard Startup Active Recovery
5.00 / 0.75 / 0.0008 Mid 13 3 29
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
17 9 -5 -5 -
Rambo's best singular normal, with superb range, good damage, and strong cancel advantage, allowing it to combo or frametrap into nearly any special move midscreen. Unfortunately the string followups aren't quite as solid. Starts F211, a versatile if flawed string for aggressive whiff punishes, hit confirms, approaches, and mixups.

Mk11 rambo f21.png
Damage Guard Startup Active Recovery
5.00 / 0.75 / 0.0008 Mid 30 2 31
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
34 10 -6 -16 -
Exceptionally advancing followup to F2. An important attack, as long as its weaknesses are properly acknowledged. F21 is Rambo's string of choice for aggressive whiff punishes, typically involving forward dash (as opposed to B33, his string of choice for defensive, backdashing whiff punishes). Extremely easy to hit confirm, though the midscreen reward is not the biggest in most circumstances as F211 deals the same damage as a Whip Trap, and it cannot combo into Snare Trap. In the corner, F21 can be confirmed into Hunting Bow for much greater reward, though the manual timing on the bow release requires practice. F21 is also ideal for applying Fatal Blow, having decent damage, no bounce, superb range, and an easy confirm. Extremely long startup makes it vulnerable to Flawless Block and easily punishable with delayed getup - do not use for oki.

With Leopard Krawl, F21 becomes even more useful. The stance attacks allow Rambo to play around the Flawless Block gap, and F2~Leopard Krawl is a visual mixup with F21. Cancelling F21 into Leopard Krawl turns it into a three-way mixup.
  • Trades with 7-frame attacks, interrupted by 6-frame attacks.

Mk11 rambo f211.png
Damage Guard Startup Active Recovery
7.00 / 1.05 / 0.0011 Overhead 17 2 32
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 7 -10 -10 -
Overhead rock bop with surprising damage that ends F211. Unsafe at -10, but short-ranged characters will be pushed out of full combo range. Rambo's best damage midscreen for confirming F21 (without Fatal Blow or Savage Slide KB) and leaves the enemy very close, though the frame advantage is very short. Confirm into Whip Trap instead for better advantage and greater distance. Can be used with Leopard Krawl or even Savage Slide to mix the enemy if they blocked F21.

Mk11 rambo f214.png
Damage Guard Startup Active Recovery
5.00 / 0.75 / 0.0008 Mid 14 3 28
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 18 -4 -4 -
Alternate, mid ender to F21. Exchanges damage and overhead directionality for a much more favorable situation on block, being only -4 with much better pushback - provided the enemy didn't flawless block F21 already. Immediately sets up a B33 spacing trap, though longer range attacks will catch this (while themselves being vulnerable to mashing). Distant knockback on hit can be useful to start a spacing game, though confirming F21 into Whip Trap will also accomplish this while giving more damage.


D2


Mk11 rambo d2.png
Damage Guard Startup Active Recovery
14.00 (19.00) / 2.10 / 0.0021 High 9 5 42
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 23 -10 -20 -
Krushing Blow: Activates when the attack KOUNTERS or PUNISHES a HIGH attack.

A usable but flawed uppercut. Disjointed and decently active, but with a significantly smaller hitbox than other uppercuts. Concerningly short horizontal range also makes it harder to use for reckless disrespecting. Hitbox does not go backwards at all, making it harder to anti-air with once the enemy is close, though the disjoint makes it above average at anti-airing when properly spaced.


3


Mk11 rambo 3.png
Damage Guard Startup Active Recovery
5.00 / 0.75 / 0.0008 High 12 3 23
Cancel Hit Adv. Block Adv. F/Block 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


Mk11 rambo b3.png
Damage Guard Startup Active Recovery
5.00 / 0.75 / 0.0008 Mid 12 3 31
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
15 -1 -6 -6 -
Important normal with good range, used to start B33 for whiff punishes, backdash traps, and combo construction. Has a surprisingly large hitbox, but don't count on it to anti-air; however, it is Rambo's best normal for hitting enemy landing frames. With Snare Trap equipped, B33 becomes a more damaging and easily confirmable alternative to B22 for shimmies, though it gives less mixup and stagger options on block. -1 on hit, 31 recovery frames, and quick natural followup makes it a poor choice for a single hit stagger.

Mk11 rambo b33.png
Damage Guard Startup Active Recovery
5.00 / 0.75 / 0.0008 Mid 16 2 27
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
19 9 -7 -7 -
Followup kick to B3. Interestingly has less recovery than B3 while being slightly more unsafe at -7; beware of 6-frame attacks. Slightly more range than B3, with a bit of forward advancement. Unusually high hitbox can whiff on both block and grounded hit if used at the absolute tip of B3. Juggle reaction is highly favorable for landing combo enders, especially for FUBAR and Savage Slide, though using B33 instead of B221 will sacrifice damage and corner carry.

Mk11 rambo b31+3.png
Damage Guard Startup Active Recovery
11.00 / 3.00 / 0.003 Mid 22 4 35
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 10 -8 -8 Requires Commando kustom move
Alternate followup to B3, and one of Rambo's best normals. Restands the enemy on hit, putting Rambo at +10. Midscreen, this restand generally puts the enemy too far to guarantee anything, but in the corner they are kept close - just outside of throw range, just within B2 range. The hit reaction happens regardless of the hitbox contact point, which can cause some weird vacuuming, especially on characters with long non-disjoint attacks like D'vorah. On block it inflicts a surprising 3% chip damage, more than a blocked D2 and rivaling some multi-hit special moves. -8, but the pushback will cause most 7-frame attacks to whiff entirely, especially standing jabs; from testing, only Noob, Skarlet, and Geras can combo punish B31+3 on block. Despite the long startup, the gap between B3 and B31+3 cannot be flawless blocked. Decently active, with a disjoint hitbox.


F3


Mk11 rambo f3.png
Damage Guard Startup Active Recovery
7.00 / 1.050 / 0.011 High 16 3 27
Cancel Hit Adv. Block Adv. F/Block 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. Can be used as a big anti-air, but only on very predictable jumping from a distance - close jumps will sail right over it. Generally too fast to duck and punish on reaction, though it is punishable on a read and can be stuffed by preemptive ground pokes.


D3


Mk11 rambo d3.png
Damage Guard Startup Active Recovery
1.00 / 0.15 / 0.0002 Low 9 3 21
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
16 12 -7 -7 -
A crouching kick, slightly too slow to use in abare, though its range, low profiling, and pushback make up for that weakness. Like D1, cancelling into FUBAR will catch enemy counterpokes, though there is less incentive to do it with D3 due to the pushback.


4


Mk11 rambo 4.png
Damage Guard Startup Active Recovery
7.00 / 1.050 / 0.011 High 14 2 26
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
19 23 -1 -1 -
A spinning high kick that sends the enemy flying. Briefly puts Rambo airborne after a few frames of startup, avoiding throws and resetting the Forward Throw KB. Short range, unfavorable hit reaction, and lack of string followups makes this a generally poor normal to use.


B4


Mk11 rambo b4.png
Damage Guard Startup Active Recovery
7.00 / 1.05 / 0.0011 Low 13 2 26
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 19 -6 -11 -
A mediocre sweep. Lacks the range and disjoint of a weapon sweep and has less of a low profile than a ninja sweep, while having below average frame data - to the point of being punishable on Flawless Block without spending meter. Despite this, the sweep is still an important part of Rambo's gameplan, being a (mostly) safe low option that lets him oki with B121.


F4


Mk11 rambo f4.png
Damage Guard Startup Active Recovery
9.00 (26.00) / 1.35 / 0.0014 Overhead 19 2 41
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 23 -11 -11 -
Krushing Blow: Activates if the attack hits TWICE in a row, or if it BREAKS ARMOR.

One of the best overheads in the game. A 19 frame overhead that is safe on regular block, gives a plus knockdown, armor breaks, and immediately threatens an overhead-twice Krushing Blow. Use in staggers, mixups, and even in turn-taking to try and force the enemy to neutrally block high, opening them up to the rest of Rambo's arsenal. Being a leap attack, it becomes throw immune after a few frames of startup and resets the timer on the Forward Throw KB. Beware of its extremely long recovery on whiff, though.
  • Unsafe on regular block against Sub-Zero slide, though with proper spacing it can become slide-safe. Universally punishable on Flawless Block.


D4


Mk11 rambo d4.png
Damage Guard Startup Active Recovery
3.00 / 0.45 / 0.0005 Low 11 4 27
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
20 20 -9 -9 -
Rambo's crouching poke of choice for when the fastest speed is not a necessity, and he is absolutely certain that it won't whiff. D4 is Rambo's best low profile, compounded by excellent range, decent active frames, high cancel advantage, enough pushback to immediately start a B33 spacing game, and enough frame advantage on hit to guarantee an F4.

Despite these strengths D4 is not without some notable issues; long recovery makes it dangerous to whiff, and the cancel advantage is so great that FUBAR tick throws will fail entirely. This can make it trickier than expected to deal with slower, longer range weapon pokes like Kabal's D4. Leopard Krawl can catch these attacks by cancelling D4 into parry, but this can be interrupted by attacks that are 8 frames or faster. Against opponents who vary between their fast and slow pokes, D3~FUBAR is generally a more consistent option.


Jump and Hop Attacks


J1

Mk11 rambo j1.png
Damage Guard Startup Active Recovery
5.00 / 0.75 / 0.0008 Overhead 8 2 30
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 0 -12 -12 -
Easier, less rewarding alternative to J2 for air-to-airs and jump-ins. Faster startup and bigger downward area make it much easier to land against grounded enemies. -4 at the worst, and up to +10.


J2

Mk11 rambo j2.png
Damage Guard Startup Active Recovery
7.00 / 1.05 / 0.0011 Overhead 9 3 30
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 10 -7 -12 -
Rambo's jump-in and air-to-air of choice. Use an instant J2 to make a hard read on enemies jumping to avoid Leopard Krawl, and then continue the combo with B221 or B31+3. Due to its small hitbox and longer than average startup it can be hard to land it late for the optimal plus frames, but that should only be attempted against enemies who have been conditioned by repeated fast JK attacks to not immediately anti-air. +5 at the worst, and up to +15.


JK

Mk11 rambo jk.png
Damage Guard Startup Active Recovery
9.00 / 1.35 / 0.0014 Overhead 11 5 30
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 24 -7 -12 -
Incredible jump kick with huge horizontal distance. Excellent for (nearly) all jump kick purposes of approaching, discouraging anti-airs, and avoiding fireballs, though its use as an OS is limited due to Rambo's lack of a solid special to OS into on hit. Like all jump kicks, get used to the increased landing frames compared to J1 and J2 when using it offensively.


SHP

Mk11 rambo shp.png
Damage Guard Startup Active Recovery
9.00 / 1.35 / 0.0014 Overhead 15 2 38
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
0 28 -18 -23 -
Extremely delayable SHP, perfect for catching enemy fuzzy block attempts. Long range and disjoint also make it usable on certain knockdowns to catch both wakeup reversal attacks and forward getup roll at the same time, though this is highly matchup dependent.


SHK

Mk11 rambo shk.png
Damage Guard Startup Active Recovery
9.00 / 1.35 / 0.0014 Overhead 10 7 30
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
0 31 -15 -20 -
The less useful of Rambo's short hop attacks, despite its faster startup. Not nearly as delayable as SHP, and F4 already fills its role much better as a fast overhead.


Reversal Attacks


U2

Mk11 rambo u2.png
Damage Guard Startup Active Recovery
5.00 / 0.75 / 0.0011 Mid 12 3 25
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
0 42 -11 -11 1 Offensive + 1 Defensive Meter
Excellent in getups, weak in Flawless Blocks. Slow speed means it is unable to guarantee a punish on fast attacks and makes interruptions a problem, while its massive hitbox makes it perfect for covering the sky against jumping oki attempts.
  • Appears to be able to guarantee a punish against standing normals with >=20 frames of total active and recovery. Against crouching normals this number instead appears to be >=23, with 22 total frames being a move dependent toss-up.


U3

Mk11 rambo u3.png
Damage Guard Startup Active Recovery
9.00 / 1.35 / 0.0014 Mid 11 3 34
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
0 12 -15 -20 1 Offensive + 1 Defensive Meter
Armored getup with a unique retreating property, making it harder to punish midscreen (and easier to punish in the corner). Encourages the enemy to jump to punish, which opens them up to U2. Generally a better reversal attack to use in poke wars due to its safety, armor, and slightly faster speed, though U2 remains a more rewarding option for punishing dedicated gaps.


Throws


Mk11 rambo fthrow.png
Damage Guard Startup Active Recovery
13.00 (10.00 + 7.5 DOT) / - / - Grab, High 10 2 34
Cancel Hit Adv. Block Adv. F/Block 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.

Mk11 rambo bthrow.png
Damage Guard Startup Active Recovery
13.00 / - / - Grab, High 10 2 34
Cancel Hit Adv. Block Adv. F/Block 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, preventing guaranteed oki but allowing him to start a spacing game.


Special Moves


Hunting Bow (DB2)

Mk11 rambo hbow.png
Damage Guard Startup Active Recovery
8.00 / 2.00 / 0.002 High 30 - 27
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 4 -9 -19 -
Rambo draws a bow and prepares to fire arrows. Entering the input by itself will fire only one arrow and put the bow away immediately, while holding 2 will keep the bow drawn after firing, up to three arrows. The proper way to use the arrow stance is to hold 2 when entering the input, and briefly release for each arrow. The window for combos is very tight, so this will require practice. Each arrow that combos will deal half the damage of the previous, down to 20 damage for the third.

One of Rambo's most important and versatile tools. The arrows can be easily ducked on reaction, but their large hitbox and slow movement will delay the enemy and deny jumping while they are onscreen. If the enemy is already airborne, Hunting Bow is nearly guaranteed to hit unless they can alter their jump. Do not simply fire all three arrows at once all the time; fire two, and then try to catch them with a Whip Trap. In the corner, Hunting Bow is used to damage the enemy and keep them standing off confirmable strings - it can also be cancelled early to reset the enemy. Some midscreen normals can combo into Hunting Bow, but only do this on guaranteed whiff punishes.
  • Combos from B1, B2, F2, F3 anywhere on screen. Only combos from B12, B22, F21, and B33 in the corner.


Whip Trap (DB4)

Mk11 rambo wtrap.png
Damage Guard Startup Active Recovery
7.00 / 1.88 / 0.0019 Mid 20 11 32
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 21 -21 -21 -
Rambo ducks and remotely activates a hidden whip trap, knocking down the enemy. Superb for anti-zoning and space control. The duck will avoid most projectiles, but even unavoidable ones will generally trade in Rambo's favor for the most part (though there are several exceptions to this, such as Sub-Zero Deep Freeze). Large hitbox and easy to aim, with only two distances that together cover the entire screen. The hitbox moves from the Rambo-facing side to the other during its active frames, making it much safer if properly spaced. Prioritize the close version over the far version if the enemy is in the middle zone.
  • While it is classified as a projectile, it cannot be parried. Projectile-immune statuses like Jade's glow and Kotal's cat will waltz right through it, while moves like Smoke Shake and Relic Absorb will not work.
  • Combos from all normals except 1.


Savage Slide (BF4)

Mk11 rambo sslide.png
Damage Guard Startup Active Recovery
7.00 / 1.88 / 0.0019 Mid 28 4 40
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 24 -12 -12 -
Krushing Blow: Activates on the THIRD AMPLIFIED SLIDE to land.

Rambo slides on the ground, low profiling high attacks along the way. Hold Forward during startup to do a near-fullscreen version, though the low profile does not take effect until the default distance. Hold Back during recovery to roll away from the enemy, sacrificing frame advantage for distance on hit, necessitating a different punish on block (still very punishable on block, though), and making it harder to punish on whiff. The Amplified version deals more damage and builds towards a KB, but forces the back roll reaction. Meter will only be spent on hit, so mashing Amplify has no risk of waste.

Much too slow to use as an actual mixup tool, but has a niche use as a confirmable string ender to build towards the KB. Rambo has limited ways to spend his offensive meter, so get the damage and the KB progress where you can. Even without meter, the slide gives a better knockdown than most string enders. Be careful not to accidentally input the far version on hit - it will not combo.
  • Combos from all normals except 1, 22, 3, and B3.

Mk11 rambo sslideback.png
Damage Guard Startup Active Recovery
7.00 / 1.88 / 0.0019 Mid 28 4 56
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 8 -28 -28 -
Krushing Blow: Activates on the THIRD AMPLIFIED SLIDE to land.

Rambo slides on the ground, low profiling high attacks along the way. Hold Forward during startup to do a near-fullscreen version, though the low profile does not take effect until the default distance. Hold Back during recovery to roll away from the enemy, sacrificing frame advantage for distance on hit, necessitating a different punish on block (still very punishable on block, though), and making it harder to punish on whiff. The Amplified version deals more damage and builds towards a KB, but forces the back roll reaction. Meter will only be spent on hit, so mashing Amplify has no risk of waste.

Much too slow to use as an actual mixup tool, but has a niche use as a confirmable string ender to build towards the KB. Rambo has limited ways to spend his offensive meter, so get the damage and the KB progress where you can. Even without meter, the slide gives a better knockdown than most string enders. Be careful not to accidentally input the far version on hit - it will not combo.
  • Combos from all normals except 1, 22, 3, and B3.

Mk11 rambo sslidefar.png
Damage Guard Startup Active Recovery
7.00 / 1.88 / 0.0019 Mid 38 4 46
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 18 -16 -16 -
Krushing Blow: Activates on the THIRD AMPLIFIED SLIDE to land.

Rambo slides on the ground, low profiling high attacks along the way. Hold Forward during startup to do a near-fullscreen version, though the low profile does not take effect until the default distance. Hold Back during recovery to roll away from the enemy, sacrificing frame advantage for distance on hit, necessitating a different punish on block (still very punishable on block, though), and making it harder to punish on whiff. The Amplified version deals more damage and builds towards a KB, but forces the back roll reaction. Meter will only be spent on hit, so mashing Amplify has no risk of waste.

Much too slow to use as an actual mixup tool, but has a niche use as a confirmable string ender to build towards the KB. Rambo has limited ways to spend his offensive meter, so get the damage and the KB progress where you can. Even without meter, the slide gives a better knockdown than most string enders. Be careful not to accidentally input the far version on hit - it will not combo.
  • Combos from all normals except 1, 22, 3, and B3.

Mk11 rambo sslideback.png
Damage Guard Startup Active Recovery
7.00 / 1.88 / 0.0019 Mid 38 4 64
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 4 -32 -32 -
Krushing Blow: Activates on the THIRD AMPLIFIED SLIDE to land.

Rambo slides on the ground, low profiling high attacks along the way. Hold Forward during startup to do a near-fullscreen version, though the low profile does not take effect until the default distance. Hold Back during recovery to roll away from the enemy, sacrificing frame advantage for distance on hit, necessitating a different punish on block (still very punishable on block, though), and making it harder to punish on whiff. The Amplified version deals more damage and builds towards a KB, but forces the back roll reaction. Meter will only be spent on hit, so mashing Amplify has no risk of waste.

Much too slow to use as an actual mixup tool, but has a niche use as a confirmable string ender to build towards the KB. Rambo has limited ways to spend his offensive meter, so get the damage and the KB progress where you can. Even without meter, the slide gives a better knockdown than most string enders. Be careful not to accidentally input the far version on hit - it will not combo.
  • Combos from all normals except 1, 22, 3, and B3.

Mk11 rambo sslideamp.png
Damage Guard Startup Active Recovery
12.63 (27.75) - - - -
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 4 - - 1 Offensive Meter
Krushing Blow: Activates on the THIRD AMPLIFIED SLIDE to land.

Rambo slides on the ground, low profiling high attacks along the way. Hold Forward during startup to do a near-fullscreen version, though the low profile does not take effect until the default distance. Hold Back during recovery to roll away from the enemy, sacrificing frame advantage for distance on hit, necessitating a different punish on block (still very punishable on block, though), and making it harder to punish on whiff. The Amplified version deals more damage and builds towards a KB, but forces the back roll reaction. Meter will only be spent on hit, so mashing Amplify has no risk of waste.

Much too slow to use as an actual mixup tool, but has a niche use as a confirmable string ender to build towards the KB. Rambo has limited ways to spend his offensive meter, so get the damage and the KB progress where you can. Even without meter, the slide gives a better knockdown than most string enders. Be careful not to accidentally input the far version on hit - it will not combo.
  • Combos from all normals except 1, 22, 3, and B3.


Fatal Blow


Mk11 rambo fb.png
Damage Guard Startup Active Recovery
33.00 / 1.50 / 0.0015 Mid 22 3 40
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 12 -24 -29 30% HP or lower
Not the fastest fatal blow, but has a huge disjoint hitbox. Use with Leopard Krawl command grabs to rob the enemy if they jump.
  • Combos from all normals except 1.


Kustom Abilities


Artillery Strike (BF2)

Mk11 rambo astrike1.pngMk11 rambo astrikec.png
Damage Guard Startup Active Recovery
6.00 / 1.75 / 0.0018 Mid 105 10 -
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 92 54 54 -
Rambo tosses a targeting flare, followed by an artillery shell about one second later. The shell has no hitbox until it impacts the ground.

A very weak setup move. The hitbox is far smaller than what the blast suggests - combine that with its extremely slow startup and its obvious telegraphing, and it's a miracle if the enemy gets hit by this at all. The only positive is that the shell is guaranteed to arrive as long as the flare has left Rambo's hand, but don't think that you can use it for cheeky turn-stealing; most combos have enough forward advancement to both punish Rambo and avoid the shell if he tries to use it without a knockdown.

Mk11 rambo astrikem.png
Damage Guard Startup Active Recovery
6.00 / 1.75 / 0.0018 Mid 109 10 -
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 96 58 58 -
Rambo tosses a targeting flare, followed by an artillery shell about one second later. The shell has no hitbox until it impacts the ground.

A very weak setup move. The hitbox is far smaller than what the blast suggests - combine that with its extremely slow startup and its obvious telegraphing, and it's a miracle if the enemy gets hit by this at all. The only positive is that the shell is guaranteed to arrive as long as the flare has left Rambo's hand, but don't think that you can use it for cheeky turn-stealing; most combos have enough forward advancement to both punish Rambo and avoid the shell if he tries to use it without a knockdown.

Mk11 rambo astrikef.png
Damage Guard Startup Active Recovery
6.00 / 1.75 / 0.0018 Mid 113 10 -
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 100 62 62 -
Rambo tosses a targeting flare, followed by an artillery shell about one second later. The shell has no hitbox until it impacts the ground.

A very weak setup move. The hitbox is far smaller than what the blast suggests - combine that with its extremely slow startup and its obvious telegraphing, and it's a miracle if the enemy gets hit by this at all. The only positive is that the shell is guaranteed to arrive as long as the flare has left Rambo's hand, but don't think that you can use it for cheeky turn-stealing; most combos have enough forward advancement to both punish Rambo and avoid the shell if he tries to use it without a knockdown.


Claymore (DB3)

Mk11 rambo claymore1.pngMk11 rambo claymore2.pngMk11 rambo claymoreamp.png
Damage Guard Startup Active Recovery
6.00 / - / - Unblockable 86 304 -
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 89 - - -
Rambo plants a mine that becomes active after about one second. If either player steps on the mine, it detonates in an unblockable explosion that launches them for combo followups. The explosion can catch the other player if they are very close. After about 5 seconds, the mine will detonate on its own. Rambo can spend 1 offensive meter to turn the mine invisible, though it behaves exactly the same.

Odd setup tool that tows the line between self-sabotaging trap and dangerous, matchup defining move. Absurdly powerful against enemies without a teleport or an air dash, as once the mine is active it requires an extremely accurate jump to clear. However, if the enemy can get to the other side the tables are completely turned, and the mine immediately becomes Rambo's greatest enemy.

Shoulder Roll mitigates this scenario and allows Rambo to use the mine more creatively. Once placed, Rambo has a brief window to roll over to the other side, turning the mine into an offensive tool. Shoulder Roll can also negate the enemy side advantage if they are able to side-switch with the mine out.


Hidden M60 (DB2)

Mk11 rambo m60.png
Damage Guard Startup Active Recovery
9.00 / 1.13 / 0.0002 High 43 86 -
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- - -23 -23 Replaces Hunting Bow
Rambo draws an M60 from the ground and unloads. Shockingly low chip damage for a special move (a single arrow from Hunting Bow deals more chip than even the amplified M60!), and easy to duck on reaction. Oddly enough it has different active frames on block, hit, and whiff. Pushes out to a minimum distance on block, though the distance is still very punishable. The amplified version draws two machine guns and lasts longer (only dealing about 50% more damage, though), and the faster startup makes it harder to duck on reaction.

Not a very useful special at all. Hunting Bow can already do everything it can and better, on top of its additional uses in strike-throw confirms. Has a good brutality, though.
  • Does not appear to combo from any normals, despite the amplified M60 having faster startup than some specials that do combo. Odd.
  • Scud Shot appears to be able to stop the regular M60, but is inconsistent against the amplified version.

Mk11 rambo m60.png
Damage Guard Startup Active Recovery
9.00 / 1.13 / 0.0002 High 43 68 40
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- - - - Replaces Hunting Bow
Rambo draws an M60 from the ground and unloads. Shockingly low chip damage for a special move (a single arrow from Hunting Bow deals more chip than even the amplified M60!), and easy to duck on reaction. Oddly enough it has different active frames on block, hit, and whiff. Pushes out to a minimum distance on block, though the distance is still very punishable. The amplified version draws two machine guns and lasts longer (only dealing about 50% more damage, though), and the faster startup makes it harder to duck on reaction.

Not a very useful special at all. Hunting Bow can already do everything it can and better, on top of its additional uses in strike-throw confirms. Has a good brutality, though.
  • Does not appear to combo from any normals, despite the amplified M60 having faster startup than some specials that do combo. Odd.
  • Scud Shot appears to be able to stop the regular M60, but is inconsistent against the amplified version.

Mk11 rambo m60.png
Damage Guard Startup Active Recovery
9.00 / 1.13 / 0.0002 High 43 58 -
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 16 - - Replaces Hunting Bow
Rambo draws an M60 from the ground and unloads. Shockingly low chip damage for a special move (a single arrow from Hunting Bow deals more chip than even the amplified M60!), and easy to duck on reaction. Oddly enough it has different active frames on block, hit, and whiff. Pushes out to a minimum distance on block, though the distance is still very punishable. The amplified version draws two machine guns and lasts longer (only dealing about 50% more damage, though), and the faster startup makes it harder to duck on reaction.

Not a very useful special at all. Hunting Bow can already do everything it can and better, on top of its additional uses in strike-throw confirms. Has a good brutality, though.
  • Does not appear to combo from any normals, despite the amplified M60 having faster startup than some specials that do combo. Odd.
  • Scud Shot appears to be able to stop the regular M60, but is inconsistent against the amplified version.

Mk11 rambo m60amp.png
Damage Guard Startup Active Recovery
14.40 / 1.80 / 0.0002 High 26 140 -
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- - -21 -21 Replaces Hunting Bow, 1 Offensive Meter
Rambo draws an M60 from the ground and unloads. Shockingly low chip damage for a special move (a single arrow from Hunting Bow deals more chip than even the amplified M60!), and easy to duck on reaction. Oddly enough it has different active frames on block, hit, and whiff. Pushes out to a minimum distance on block, though the distance is still very punishable. The amplified version draws two machine guns and lasts longer (only dealing about 50% more damage, though), and the faster startup makes it harder to duck on reaction.

Not a very useful special at all. Hunting Bow can already do everything it can and better, on top of its additional uses in strike-throw confirms. Has a good brutality, though.
  • Does not appear to combo from any normals, despite the amplified M60 having faster startup than some specials that do combo. Odd.
  • Scud Shot appears to be able to stop the regular M60, but is inconsistent against the amplified version.

Mk11 rambo m60amp.png
Damage Guard Startup Active Recovery
14.40 / 1.80 / 0.0002 High 26 85 35
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- - - - Replaces Hunting Bow, 1 Offensive Meter
Rambo draws an M60 from the ground and unloads. Shockingly low chip damage for a special move (a single arrow from Hunting Bow deals more chip than even the amplified M60!), and easy to duck on reaction. Oddly enough it has different active frames on block, hit, and whiff. Pushes out to a minimum distance on block, though the distance is still very punishable. The amplified version draws two machine guns and lasts longer (only dealing about 50% more damage, though), and the faster startup makes it harder to duck on reaction.

Not a very useful special at all. Hunting Bow can already do everything it can and better, on top of its additional uses in strike-throw confirms. Has a good brutality, though.
  • Does not appear to combo from any normals, despite the amplified M60 having faster startup than some specials that do combo. Odd.
  • Scud Shot appears to be able to stop the regular M60, but is inconsistent against the amplified version.

Mk11 rambo m60amp.png
Damage Guard Startup Active Recovery
14.40 / 1.80 / 0.0002 High 26 74 -
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 20 - - Replaces Hunting Bow, 1 Offensive Meter
Rambo draws an M60 from the ground and unloads. Shockingly low chip damage for a special move (a single arrow from Hunting Bow deals more chip than even the amplified M60!), and easy to duck on reaction. Oddly enough it has different active frames on block, hit, and whiff. Pushes out to a minimum distance on block, though the distance is still very punishable. The amplified version draws two machine guns and lasts longer (only dealing about 50% more damage, though), and the faster startup makes it harder to duck on reaction.

Not a very useful special at all. Hunting Bow can already do everything it can and better, on top of its additional uses in strike-throw confirms. Has a good brutality, though.
  • Does not appear to combo from any normals, despite the amplified M60 having faster startup than some specials that do combo. Odd.
  • Scud Shot appears to be able to stop the regular M60, but is inconsistent against the amplified version.


Snare Trap (DB3)

Mk11 rambo strap1.pngMk11 rambo strap2.png
Damage Guard Startup Active Recovery
8.95 / 1.37 / 0.0014 Low 32 3 47
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
49 21 -23 -23 -
Rambo snags the enemy with a low rope that travels fullscreen. The Amplified version keeps the enemy suspended for combo followups. Meter cannot be spent on block, so Rambo should always go for the amplify. Trades will halt the natural animation and allow Rambo to meterlessly combo.

Rambo's only conventional combo starting special. One of his scant lows, but even slower than Savage Slide, rendering it entirely unusable as a mixup tool. More reward than Whip Trap for counter-zoning, especially on trades, but harder to land. Long suspension and high enemy height allows Rambo to choose between high damage J2 combos, or delayed grounded combos that build his Forward Throw KB timer.

Mk11 rambo strapamp.png
Damage Guard Startup Active Recovery
3.00 / 1.37 / 0.0014 Low 32 - -
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 152 -23 -23 1 Offensive Meter
Rambo snags the enemy with a low rope that travels fullscreen. The Amplified version keeps the enemy suspended for combo followups. Meter cannot be spent on block, so Rambo should always go for the amplify. Trades will halt the natural animation and allow Rambo to meterlessly combo.

Rambo's only conventional combo starting special. One of his scant lows, but even slower than Savage Slide, rendering it entirely unusable as a mixup tool. More reward than Whip Trap for counter-zoning, especially on trades, but harder to land. Long suspension and high enemy height allows Rambo to choose between high damage J2 combos, or delayed grounded combos that build his Forward Throw KB timer.


FUBAR (DBF1)

Mk11 rambo fubar1.pngMk11 rambo fubar2.png
Damage Guard Startup Active Recovery
9.00 / - / - Grab, High 10 2 39
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 6 - - -
Krushing Blow: Activates when Rambo grabs a GETUP ROLL and then AMPLIFIES.

Rambo grabs the enemy. Only special cancel tick throws from D1 and D3, though this is not entirely recommended due to Rambo's lack of an alternate special that would stop immediate jumps. Fast enough to catch enemy crouching attacks when cancelled out of D1 and D3, despite it being a high attack. The Amplified version allows Rambo to choose side, with the reverse FUBAR having more damage but less frame advantage.

Rambo's conventional command grab, and the quickest non-throw grab he can neutrally deploy. The regular version is horrendously bad, forcing a side switch and dealing pitiful damage for a command grab, but this is generally only an issue when ending Snare Trap combos due to the limited opportunities that Rambo has to spend offensive meter.

FUBAR also provides Rambo with the most directly damaging KB in the game when he snags a getup roll - 30% immediately and an additional 10% over time. The best way to fish for this is to get a moderately distanced knockdown (such as 121) and then react to a forward getup roll, though this is made harder by the long DBF input. FUBAR on an adjacent knockdown will catch both forward and backward getup roll but this is very risky, as any other getup option will open up Rambo to immediate and usually extreme punishment.

Mk11 rambo fubarampf.png
Damage Guard Startup Active Recovery
13.00 (30.00 + 10.00 DOT) / - / - Grab, High - - -
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 20 0 0 1 Offensive Meter
Krushing Blow: Activates when Rambo grabs a GETUP ROLL and then AMPLIFIES.

Rambo grabs the enemy. Only special cancel tick throws from D1 and D3, though this is not entirely recommended due to Rambo's lack of an alternate special that would stop immediate jumps. Fast enough to catch enemy crouching attacks when cancelled out of D1 and D3, despite it being a high attack. The Amplified version allows Rambo to choose side, with the reverse FUBAR having more damage but less frame advantage.

Rambo's conventional command grab, and the quickest non-throw grab he can neutrally deploy. The regular version is horrendously bad, forcing a side switch and dealing pitiful damage for a command grab, but this is generally only an issue when ending Snare Trap combos due to the limited opportunities that Rambo has to spend offensive meter.

FUBAR also provides Rambo with the most directly damaging KB in the game when he snags a getup roll - 30% immediately and an additional 10% over time. The best way to fish for this is to get a moderately distanced knockdown (such as 121) and then react to a forward getup roll, though this is made harder by the long DBF input. FUBAR on an adjacent knockdown will catch both forward and backward getup roll but this is very risky, as any other getup option will open up Rambo to immediate and usually extreme punishment.

Mk11 rambo fubarampb.png
Damage Guard Startup Active Recovery
15.00 (32.00 + 10.00 DOT) / - / - Grab, High - - -
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 6 0 0 1 Offensive Meter
Krushing Blow: Activates when Rambo grabs a GETUP ROLL and then AMPLIFIES.

Rambo grabs the enemy. Only special cancel tick throws from D1 and D3, though this is not entirely recommended due to Rambo's lack of an alternate special that would stop immediate jumps. Fast enough to catch enemy crouching attacks when cancelled out of D1 and D3, despite it being a high attack. The Amplified version allows Rambo to choose side, with the reverse FUBAR having more damage but less frame advantage.

Rambo's conventional command grab, and the quickest non-throw grab he can neutrally deploy. The regular version is horrendously bad, forcing a side switch and dealing pitiful damage for a command grab, but this is generally only an issue when ending Snare Trap combos due to the limited opportunities that Rambo has to spend offensive meter.

FUBAR also provides Rambo with the most directly damaging KB in the game when he snags a getup roll - 30% immediately and an additional 10% over time. The best way to fish for this is to get a moderately distanced knockdown (such as 121) and then react to a forward getup roll, though this is made harder by the long DBF input. FUBAR on an adjacent knockdown will catch both forward and backward getup roll but this is very risky, as any other getup option will open up Rambo to immediate and usually extreme punishment.


Leopard Krawl (BF4)

Mk11 rambo lkrawl.png
Damage Guard Startup Active Recovery
- / - / - - 16 - 29
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- - - - -
Rambo hits the deck, entering a crawling stance where he low profiles most attacks and gains three followup moves: a low slash, a mid command grab, and a parry. An exceptionally versatile move, and the most popular special to use in the BF4 slot. Potentially turns every special cancel point into a low damage strike-throw mix, especially overhead cancel points. Followup moves can stop enemy mashing and cover Flawless Block attempts. Very vulnerable to jumping from a distance, though Quick Slash will stop most jumps when done as a Special Cancel. Despite it low profiling most projectiles, it is not the best anti-zoning tool due to its slow movement speed and vulnerability to jumping.

Mk11 rambo lkrawlq.png
Damage Guard Startup Active Recovery
3.00 / 1.37 / 0.0014 Low 12 3 24 (approximate)
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 15 (approximate) -2 -2 -
From the Leopard Krawl stance, Rambo slashes with his knife. Used to mix up the enemy, plug in Flawless Block gaps, and catch enemies trying to jump the command grab. Though it is very plus on hit, it causes the enemy to step backwards a significant amount, making midscreen followups difficult - immediate stance cancels will leave Rambo at -16, and crawling up to land another Quick Slash will let the enemy jump. Much deadlier in the corner, where a landed Quick Slash will guarantee another Quick Slash without a gap and force the enemy to accept a strike-throw mix. Will stop jumping off all special cancellable normals on block with the fastest possible timing, though in oki Leopard Krawl requires very specific reads between all three options - Knife Slash being the anti-jumping option. It may be safer to simply exit stance instead.

The following is a comprehensive list of Quick Slash frame trap values on block for every special cancellable normal. This is the fastest attack that the earliest possible Quick Slash from that normal will beat - one frame slower and it will trade, two frames slower and the Quick Slash will be counterhit. Keep in mind that Quick Slash will maintain the low profile of Leopard Krawl, so an attack may miss even if it is faster than the specified value.

  • 21 Frames: D1
  • 19 Frames: D3
  • 16 Frames: 1, 12, F1, D4
  • 15 Frames: 22, Quick Slash into another Quick Slash on block
  • 13 Frames: B22
  • 12 Frames: F12, 2
  • 11 Frames: B12
  • 10 Frames: B221
  • 9 Frames: B1, B3, B33
  • 8 Frames: B2
  • 7 Frames: 4
  • Fully Frame Traps: F2, F21, 3, F3

Mk11 rambo lkrawls.png
Damage Guard Startup Active Recovery
10.00 (26.00) / - / - Grab, Mid 14 4 31
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 24 - - -
Krushing Blow: Activates after crawling forward a significant distance.

From the Leopard Krawl stance, Rambo performs a mid command grab. Hold Down to return to the Leopard Krawl stance if it whiffs, otherwise Rambo will return to standing.

Rambo's most easily deployable grab, allowing him to tick throw off any special cancellable normal. Overhead cancel points can be turned into a three-way mixup between this and Quick Slash. Reactible if the enemy is specifically looking out for it, requiring Quick Slash to complete the mix and stop the enemy from jumping. Technically Rambo's highest damage combo ender without using meter, but its long startup makes it hard to land outside of immediate cancel anti-airs. Gives a long knockdown and creates a great distance on hit, technically guaranteeing an F2 midscreen though this is highly punishable with a delayed getup; a safer option is start zoning. In the corner, Sneak Attack will guarantee B12 oki without defensive meter, and is plus enough for Rambo to drop into Leopard Krawl again and Parry to catch any wakeup attack. When using Leopard Krawl for oki, Sneak Attack will beat mashing, getup rolls, getup U2, and inaction.
  • Keep in mind that Sneak Attack and Parry will raise Rambo's profile. Many mids which would normally be low profiled by Leopard Krawl will land if they catch the startup.

Mk11 rambo lkrawlp.png
Damage Guard Startup Active Recovery
9.00 (25.00) / - / - Parry 6 25 18
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 24 - - -
Krushing Blow: Activates after crawling forward a significant distance.

From the Leopard Krawl stance, Rambo readies a parry. Like Sneak Attack, hold Down to return to the Leopard Krawl stance if it whiffs, and otherwise Rambo will return to standing. The reaction on hit is exactly the same as Sneak Attack, though it deals 1% less damage.

A superb parry, used to stop the enemy from mashing on the Leopard Krawl mixup and catch U3. Catches basically anything that's not a projectile or a jumping attack, including unblockables. Some special cancellable normals like F2 and F21 have enough cancel advantage to catch mashing with Quick Slash, but for everything else Rambo must use the parry. On oki, the parry is used to catch getup U3.

The following is a comprehensive list of Parry startup values to beat on block for every special cancellable normal. This is the startup of the fastest attack that the parry will catch when special cancelled from that normal - for instance, 1~Leopard Krawl parry will catch 9-frame attacks. Parry appears to be unable to trade.

  • 14 Frames: D1
  • 12 Frames: D3
  • 9 Frames: 1, 12, F1, D4
  • 8 Frames: 22, Quick Slash into earliest possible parry
  • Always Catches: B1, B12, F12, 2, B2, B22, B221, F2, F21, 3, B3, B33, F3, 4
  • Keep in mind that Sneak Attack and Parry will raise Rambo's profile. Many mids which would normally be low profiled by Leopard Krawl will land if they catch the startup.


Shoulder Roll (BF4)


Mk11 rambo sroll1.pngMk11 rambo sroll2.png
Damage Guard Startup Active Recovery
7.00 / 1.88 / 0.0019 Mid 41 2 26
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 6 -11 -11 -
Krushing Blow: Activates when it hits as a KOUNTER or PUNISH.

Rambo rolls forward and slashes the enemy. Hold Forward or Back to choose the roll distance (all three distances have the same frame data), and hold Down to cancel the roll. Amplified Shoulder Roll does a lightning fast overhead bow slam that makes Rambo plus on block and gives a lengthy knockdown on hit.

The third option to place in the BF4 slot. Like the other two it low profiles, though its low profile is not quite as low and should only be relied upon to avoid high attacks and fireballs. The regular version is used exclusively to counterzone and make hard reads on the enemy with the KB - the reward on non-KB hit is too small to be worth it most situations. While the KB reaction looks similar to the forward throw KB its hitstun is actually much longer, allowing Rambo to jump in when continuing the combo for more damage and corner carry. With meter, Shoulder Roll becomes Rambo's one-stop shop for mobility - perfect for skirmishing, evading, and approaching the enemy. Can be used like a traditional teleport when zoning, with the added bite of its overhead followup. When used offensively the threat of the overhead will force enemies to block high as it approaches, and then the cancel can be used to turn any approach into a strike-throw situation - deadly when the forward throw KB is ready. Don't be afraid to just swing with the amplified attack; it's plus on block, and the knockdown on hit is lengthy. Best used with Claymore to roll away and set up a mine, or to side switch with a placed mine and go on the offensive.
  • Does not combo from any attack or situation.
  • Will avoid immediate counterpokes, but the enemy will be able to block unless doing very slow D4 attacks. Depending on the cancelled attack and the enemy counterattack they will either attack forwards or backwards on turn-taking, which can complicate punishes.

Mk11 rambo sroll1.pngMk11 rambo srollc.png
Damage Guard Startup Active Recovery
- / - / - - 30 - 11
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- - - - 1 Defensive Meter
Krushing Blow: Activates when it hits as a KOUNTER or PUNISH.

Rambo rolls forward and slashes the enemy. Hold Forward or Back to choose the roll distance (all three distances have the same frame data), and hold Down to cancel the roll. Amplified Shoulder Roll does a lightning fast overhead bow slam that makes Rambo plus on block and gives a lengthy knockdown on hit.

The third option to place in the BF4 slot. Like the other two it low profiles, though its low profile is not quite as low and should only be relied upon to avoid high attacks and fireballs. The regular version is used exclusively to counterzone and make hard reads on the enemy with the KB - the reward on non-KB hit is too small to be worth it most situations. While the KB reaction looks similar to the forward throw KB its hitstun is actually much longer, allowing Rambo to jump in when continuing the combo for more damage and corner carry. With meter, Shoulder Roll becomes Rambo's one-stop shop for mobility - perfect for skirmishing, evading, and approaching the enemy. Can be used like a traditional teleport when zoning, with the added bite of its overhead followup. When used offensively the threat of the overhead will force enemies to block high as it approaches, and then the cancel can be used to turn any approach into a strike-throw situation - deadly when the forward throw KB is ready. Don't be afraid to just swing with the amplified attack; it's plus on block, and the knockdown on hit is lengthy. Best used with Claymore to roll away and set up a mine, or to side switch with a placed mine and go on the offensive.
  • Does not combo from any attack or situation.
  • Will avoid immediate counterpokes, but the enemy will be able to block unless doing very slow D4 attacks. Depending on the cancelled attack and the enemy counterattack they will either attack forwards or backwards on turn-taking, which can complicate punishes.

Mk11 rambo sroll1.pngMk11 rambo srollamp.png
Damage Guard Startup Active Recovery
9.00 / 2.13 / 0.0021 Overhead 12 3 33
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 32 1 1 1 Offensive Meter
Krushing Blow: Activates when it hits as a KOUNTER or PUNISH.

Rambo rolls forward and slashes the enemy. Hold Forward or Back to choose the roll distance (all three distances have the same frame data), and hold Down to cancel the roll. Amplified Shoulder Roll does a lightning fast overhead bow slam that makes Rambo plus on block and gives a lengthy knockdown on hit.

The third option to place in the BF4 slot. Like the other two it low profiles, though its low profile is not quite as low and should only be relied upon to avoid high attacks and fireballs. The regular version is used exclusively to counterzone and make hard reads on the enemy with the KB - the reward on non-KB hit is too small to be worth it most situations. While the KB reaction looks similar to the forward throw KB its hitstun is actually much longer, allowing Rambo to jump in when continuing the combo for more damage and corner carry. With meter, Shoulder Roll becomes Rambo's one-stop shop for mobility - perfect for skirmishing, evading, and approaching the enemy. Can be used like a traditional teleport when zoning, with the added bite of its overhead followup. When used offensively the threat of the overhead will force enemies to block high as it approaches, and then the cancel can be used to turn any approach into a strike-throw situation - deadly when the forward throw KB is ready. Don't be afraid to just swing with the amplified attack; it's plus on block, and the knockdown on hit is lengthy. Best used with Claymore to roll away and set up a mine, or to side switch with a placed mine and go on the offensive.
  • Does not combo from any attack or situation.
  • Will avoid immediate counterpokes, but the enemy will be able to block unless doing very slow D4 attacks. Depending on the cancelled attack and the enemy counterattack they will either attack forwards or backwards on turn-taking, which can complicate punishes.


M.R.E. (DB1)


Mk11 rambo mre1.pngMk11 rambo mre2.png
Damage Guard Startup Active Recovery
- / - / - - 1 0 102
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- - - - -
Krushing Blow: Activates if FATAL BLOW is on cooldown or if Rambo has THROWN UP.

An innocent bug, curious about the violent row that's happening above it, crawls onto the fightline. If it had walked in from the other direction it might have been safe but today is not that day - Rambo stabs it and takes a bite, restoring some health. After a few victims, Rambo begins to feel bad about his choice of snacks and throws up out of guilt.

An extremely slow move that restores very little health. In nearly any situation, this is a friendly invitation for the enemy to first laugh at Rambo's choice of kustoms before grievously punishing him. The only remotely "safe" way to set this up is behind a Claymore, against an enemy with no projectile and no way to get over it. (Jacqui without leap, maybe...?) While the KB restores a ton of health its frame data is no better, and you will usually just immediately lose the health the KB gave you. Don't try to get this off the upchuck condition - it requires too many bugs. Try to surprise the enemy with the Fatal Blow condition.


Mace Trap (DB4)


Mk11 rambo mtrapc.png
Damage Guard Startup Active Recovery
6.00 / 1.75 / 0.0018 Mid 23 24 27
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
16 -4 -30 -30 Replaces Whip Trap
Krushing Blow: Activates if the AMPLIFIED version hits THREE TIMES in a row.

Rambo ducks, and a spiked rock swings down in a semicircle arc. A patchy alternate to Whip Trap, intended for air denial instead of ground control, though it is much too slow to use as a reactive antiair. The semicircle arc also makes it liable to whiff against mid-range jumpins (aka the most common distance where jumps are performed), and aiming the far version is even riskier than the near version. As far as ground coverage goes it is vastly inferior to Whip Trap, being far more minus on block, less plus on hit, having 12 more frames in total, and being very difficult to combo into. The amplified version summons a spiked log instead of a rock, dealing more damage, coming out quicker, and giving a longer knockdown (though it is still just as bad on block). However, the amplified version also has one of the most impractical Krushing Blows in the game for landing three in a row. Do not go for it, ever.

Mk11 rambo mtrapf.png
Damage Guard Startup Active Recovery
6.00 / 1.75 / 0.0018 Mid 23 24 27
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
16 -4 -30 -30 Replaces Whip Trap
Krushing Blow: Activates if the AMPLIFIED version hits THREE TIMES in a row.

Rambo ducks, and a spiked rock swings down in a semicircle arc. A patchy alternate to Whip Trap, intended for air denial instead of ground control, though it is much too slow to use as a reactive antiair. The semicircle arc also makes it liable to whiff against mid-range jumpins (aka the most common distance where jumps are performed), and aiming the far version is even riskier than the near version. As far as ground coverage goes it is vastly inferior to Whip Trap, being far more minus on block, less plus on hit, having 12 more frames in total, and being very difficult to combo into. The amplified version summons a spiked log instead of a rock, dealing more damage, coming out quicker, and giving a longer knockdown (though it is still just as bad on block). However, the amplified version also has one of the most impractical Krushing Blows in the game for landing three in a row. Do not go for it, ever.

Mk11 rambo mtrapamp.png
Damage Guard Startup Active Recovery
11.00 / 2.37 / 0.0024 Mid 7 40 12
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 19 -30 -30 Replaces Whip Trap, 1 Offensive Meter
Krushing Blow: Activates if the AMPLIFIED version hits THREE TIMES in a row.

Rambo ducks, and a spiked log swings down in a semicircle arc. A patchy alternate to Whip Trap, intended for air denial instead of ground control, though it is much too slow to use as a reactive antiair. The semicircle arc also makes it liable to whiff against mid-range jumpins (aka the most common distance where jumps are performed), and aiming the far version is even riskier than the near version. As far as ground coverage goes it is vastly inferior to Whip Trap, being far more minus on block, less plus on hit, having 12 more frames in total, and being very difficult to combo into.

These issues are partially alleviated by the Amplified version, which deals more damage, comes out quicker, and and is more plus on hit. However, the amplified version also has one of the most impractical Krushing Blows in the game for landing three in a row. Do not go for it, ever.


Commando


Mk11 rambo 121+3.png
Damage Guard Startup Active Recovery
8.00 / - / - Grab, High 18 2 31
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 14 - - Requires Commando kustom move
Alternate string-grab followup to 12 that requires Commando to use, giving Rambo a canned low-damage mixup off his jab. Like all string-grabs, it can snag enemies in standing hitstun. Compared to an auto shimmy it deals less damage and cannot Krushing Blow, but it is much harder to avoid, having only one frame of difference from 121.
  • Trades with 7 and 6-frame attacks.

Mk11 rambo f121+3.png
Damage Guard Startup Active Recovery
8.00 / - / - Grab, High 18 2 32
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 14 - - Requires Commando kustom move
Alternate string-grab ender to F12 that side switches. Used to encourage the enemy to let go of block, thus opening them up to F122; an exceedingly risky mix, but a mix nonetheless. Gives the same frame advantage and distance as a back throw.

Mk11 rambo b31+3.png
Damage Guard Startup Active Recovery
11.00 / 3.00 / 0.003 Mid 22 4 35
Cancel Hit Adv. Block Adv. F/Block Adv. Cost
- 10 -8 -8 Requires Commando kustom move
Alternate followup to B3, and one of Rambo's best normals. Restands the enemy on hit, putting Rambo at +10. Midscreen, this restand generally puts the enemy too far to guarantee anything, but in the corner they are kept close - just outside of throw range, just within B2 range. The hit reaction happens regardless of the hitbox contact point, which can cause some weird vacuuming, especially on characters with long non-disjoint attacks like D'vorah. On block it inflicts a surprising 3% chip damage, more than a blocked D2 and rivaling some multi-hit special moves. -8, but the pushback will cause most 7-frame attacks to whiff entirely, especially standing jabs; from testing, only Noob, Skarlet, and Geras can combo punish B31+3 on block. Despite the long startup, the gap between B3 and B31+3 cannot be flawless blocked. Decently active, with a disjoint hitbox.


Strategy and Kombos


General Tips

  • Use Rambo's great speed. Do not hold turns if he can avoid it. Any close range enemy turn is a strike-throw situation, so whenever possible, don't give them the chance.
  • When attacking, have a mixup in mind, apply it expeditiously, and then immediately ready yourself for the successful enemy avoidance scenario. Some mixups on block like F4 or B224 will allow him to create space, while others like B121 will force him to accept the enemy turn.
  • Many of Rambo's key mixups will create significant distance on hit. Do not attempt to oki on every single knockdown, as this can lead to easy punishment and Rambo has a great zoning and spacing game anyways.
  • Only attempt repeated, relentless mixups once the enemy is cornered.
  • Practice Hunting Bow timing. To fire all three arrows, it must be manually timed off the special move cancel.
  • The forward throw KB, while strong, should never be the plan-A foundation of your gameplan. Purposefully building it means sacrificing much of Rambo's mixup and mobility options. Only attempt it when the situation arises, such as after extended zoning, extended enemy staggers, or successive hits in the corner.
  • And as always, see what you can get away with! Everything is 100% real until the enemy demonstrates that they can blow it up. Gauge your enemy with "fake" options to see what works, and then keep on using it until it doesn't anymore.


Turns

  • B22 is Rambo's turn taking string of choice in most situations, fast enough to usually stop enemy mashing, giving mostly safe staggers and mixups on block, and giving decent confirmable damage and corner carry on hit. B22 can be confirmed into Hunting Bow arrows in the corner, and with Snare Trap equipped it can be confirmed into a full combo anywhere on screen. However, it can whiff if the enemy is too far away, and attempting the mixups on block opens Rambo up to potential punishment.
  • F12 has much better range and gives more damage on hit, but the situation on block is much more risky. Only use against enemies who have demonstrated reckless mashing when minus, or are anticipating a throw.
  • B33 is slower than F12 and B221 and gives the least reward on hit and block, but it has the best range and cannot be full combo punished on regular block. With Snare Trap equipped it becomes the most rewarding on hit.
  • F21 is a middle ground of range, risk, and reward - as long as the enemy doesn't flawless block the second hit. On block it can be turned into F214 for a spacing trap, or the F211 mixup can be attempted. If the enemy has demonstrated that they can regularly flawless block F21, avoid this string for turn-taking entirely. Cannot be confirmed into Snare Trap, but can be confirmed into Hunting Bow in the corner.
  • Once Rambo can get the enemy to stop mashing on his turn, he can use B12 and F4 for much greater reward. Representing the F4 fast overhead as a possibility on turn will condition the enemy to either mash or block high, both of which open them up to other options. In the immediate situation, F4 gives good distance on block and starts a full screen zoning game on hit, with the threat of the overhead-twice KB. B12 gives excellent mixup options on block and can be confirmed into Hunting Bow arrows on corner hit. Equipping Snare Trap allows it to be confirmed into a full combo midscreen, and Leopard Krawl further enhances the mix. While B12 and F4 are very vulnerable to enemy abare, F4 will high profile certain low pokes.
  • Turn throw, already a crucial option for any character, can potentially give Rambo tremendous reward with the forward throw KB. Like all characters, make sure to represent turn throw to encourage the enemy to let go of block.


Pressure and Mixups

  • B22 is Rambo's primary stagger string. Staggering at B2 or B22 will both work. Stagger into a throw or FUBAR, stagger into another B22, finish the string with B224 or B221 to catch an attempted flawless block, or cancel into a special for another mixup. B22 gives many options.
  • 12, F1, and 22 can also be used as staggers, though they are not as solid as B22.
  • Forward throw KB means that stagger into throw is always a dangerous option, especially in the corner.
  • Many of Rambo's mixups will create a distant knockdown. Do not attempt to oki off all of them - use them as an opportunity to transition into Rambo's strong zoning game.
  • Do not continually apply a single 50/50. Rambo has so many mixup tools and potential grab points that is it always in Rambo's favor to diversify. Force the enemy to remember the breadth of Rambo's options.
  • Leopard Krawl lets Rambo get very creative with the mix. For instance, he can use Leopard Krawl to condition the enemy to expect a mixup at the end of a string, and then next time cancel into Leopard Krawl early to catch them by surprise. If Rambo is doing F21~Leopard Krawl vs. F211, the enemy sees the F21 and prepares for the mixup, allowing Rambo to catch them by surprise by doing F2~Leopard Krawl instead.


Crouching Pokes

  • The poke situation on block is generally not in Rambo's favor.
  • Rambo can cancel pokes into FUBAR to stop the enemy turn, but he lacks an alternate mid special that would complete the tick throw mixup. Without FUBAR, he has to respect the enemy turn on a blocked D1.
  • D3 and D4 give much better pushback on block, so whenever possible use them for poking instead of D1.
  • Shoulder Roll on a blocked poke gives Rambo more offensive and defensive options, but it is still vulnerable to immediate enemy counterpokes.
  • On hit, represent the F4 overhead to improve the threat behind your interruptions.


Flawless Blocks

  • On a blocked D1 and without FUBAR, get ready to flawless block to catch the enemy counterattack.
  • In scrambles U2 is liable to get interrupted - use U3 instead, as it is armored and will still create distance on block.
  • U2, due to its long startup, is also easier to safe jump.


Short Hops

  • Immediate short hop attacks are not useful; Rambo already has F4 to hit the enemy with a fast overhead (which is faster, safer, and more rewarding).
  • Use empty hop throw and delayed SHP.
  • Short hops will immediately reset the forward throw KB timer, so prioritize command grabs over regular throws on empty hop.
  • SHP has enough range to catch both wakeup forward roll and wakeup U3 on certain knockdowns, while being difficult to punish at max distance.


Oki

  • Most knockdowns give a favorable advantage to oki with B121 at close range. When properly timed it will catch both regular and delayed getup timing. This mix is far more robust with Leopard Krawl, potentially turning each special cancel point into a three way (if fuzzyable) mixup.
  • Backdash into a delayed Whip Trap can catch both forward getup roll and wakeup attacks with the right timing, but it is highly knockdown dependent.
  • Very lengthy knockdowns like B121 or SHK can be framekilled with Stance Switch to preserve the forward throw KB timer.
  • Throw and F4 on oki are potentially rewarding, but easily punishable with mashing or delayed getup. Generally these should be staggered into when applied on wakeup.
  • Work on your oki timings - stopping getup jump is very important for his gameplan. If the player is not confident in their ability to stop wakeup jump, oki with the large hitboxes of B33 or even F4 instead.
  • Landing the Leopard Krawl Quick Slash on an enemy jump creates a scenario that requires Rambo to make extremely specific reads: getup roll must be countered by Sneak Attack, wakeup jump must be countered by Quick Slash, and getup U3 must be either neutrally low profiled or countered by the parry. Unless ready for this situation, exit stance immediately after landing the knife.
  • Knockdowns that are +19 or better will allow Rambo to parry their getup attack with Leopard Krawl.
  • Midscreen, F21 should never be used to oki - the enormous gap is exceedingly easy to punish with a delayed getup.
  • Claymore loops, while humorous, can easily backfire.


Zoning

  • Use Whip Trap and Hunting Bow in tandem to zone out the enemy. Whip Trap covers the ground, Hunting Bow covers the sky.
  • Whip Trap has a brief cooldown between uses. Rambo can use Hunting Bow during this cooldown, but rote switching between the two options can make his zoning too predictable.
  • Whip Trap, while classed as a projectile, cannot be parried. Certain common anti-zoning moves like Smoke Shake are entirely ineffective, while projectile-immune statuses are unaffected.
  • If the enemy jumped midscreen, use the significant active frames of Whip Trap to punish them on the way down.
  • Use the Hunting Bow delay and cancel. Fire a variable number of arrows before cancelling and going for something different.
  • Claymore vastly improves his zoning abilities. Set down a mine and as long as they lack an airdash or a teleport, it will be extremely difficult for the enemy to close the gap. If the enemy is able to get close, prepare to antiair their attempt to jump over the mine.


Spacing and Whiff Punishing

  • F21 is a superb string for neutral whiff punishing. Cannot combo into Snare Trap, but otherwise its range, damage, and easy confirmation give it strong utility for whiff punishes.
  • F3 has better range for its speed than F2, but it is much harder to confirm. F3 into Hunting Bow is a potentially rewarding, but very difficult and punishable confirm.
  • Some of Rambo's normals, like F214 and B31+3, create enough distance on block to set up a spacing trap.
  • Backdash, and then immediately cover the ground with B33, being a confirmable string with great range and a back input. Always confirm into Snare Trap or Fatal Blow if available. Otherwise, Rambo can get guaranteed damage by cancelling into Savage Slide or Whip Trap, or attempt a reset by cancelling into Shoulder Roll or Leopard Krawl.
  • Rambo's backdash is so fast that waiting too long to cancel into B33 will cause it to whiff entirely.
  • Against significant enemy aggression, Rambo can also use backdash into Whip Trap to retreat and cover ground.


The Corner

  • Rambo's pressure and mixup game is unlocked in the corner.
  • Confirm B22, B33, B12, and F21 into Hunting Bow to deal damage and keep the enemy standing for another mixup.
  • Many of Rambo's key mixups, like F4, B224, and Leopard Krawl, no longer create distance once in the corner. With that fact, he can loop one mixup into another much more efficiently - all while confirming into Hunting Bow.
  • B31+3 is absolutely evil in the corner; the +10 restand now leaves the enemy close enough to guarantee a B22 in most situations (the farthest situations will instead necessitate F1, F2, or B3), and on block it lets Rambo attempt a spacing trap - while dealing an unusual 3% chip damage without a gap. B31+3 will also allow juggle situations to end with a standing enemy, complementing Hunting Bow.


Enemy Mashing

  • With numerous mashable gaps in his attacks, and a lack of fast options to cancel from his crouching pokes, Rambo is uniquely vulnerable to enemy mashing.
  • D1 and D3 into FUBAR will catch the enemy mash, but without a fast alternate mid special to complete the 50/50 it is a very risky option.
  • Flawless block into U3 is a solid choice, retreating Rambo even when blocked. U2 is liable to get interrupted in scramble situations.
  • Leopard Krawl can somewhat remedy this: certain standing normals have enough cancel advantage to frame trap into a Quick Slash, and the parry will catch mashing for the other normals. However, the parry is still too slow to catch most mashing when cancelled from a crouching poke.
  • All this boils down to: greatly prioritize the normals with pushback, then follow them with spacing traps.


Enemy Spacing

  • Whip Trap is superb for catching enemy spacing traps - both those which use advancing normals, and those which use disjoints.
  • Use Rambo's strong backdash to turn the tables on their spacing game, and force the enemy to approach him instead.
  • Rambo can call out enemy retreating with a forward dash into F2 or F3, though this obviously carries risk.


Enemy Zoning

  • Whip Trap will stop most zoning in its tracks.
  • Against duckable fireballs, react to the startup to do the Whip Trap - Rambo can be caught by a normally low profiled fireball during the Whip Trap recovery.
  • Even against projectiles that cannot be low profiled, the superior knockdown of Whip Trap will still win him most zoning wars.
  • Snare Trap can also be used as a high reward anti-zoning option. The natural animation will be interrupted on trades, allowing Rambo to combo meterlessly. Midscreen this gives him a full combo, but fullscreen won't get him much more than a Whip Trap.
  • When jumping over fireballs at mid range, attack with a jump kick to discourage antiairs. The reward on block will be lower, but the important part is gaining the space and avoiding punishment.


Popular Variations

Mk11 rambo fubaricon.jpgMk11 rambo commandoicon.jpgMk11 rambo lkrawlicon.jpg
FUBAR, Commando, Leopard Krawl

The "All Grabs Everything" build, maximizing his possible mix. The most popular loadout. Despite every single slot providing a grab, each command grab in this variation does serve a distinct purpose:

  • FUBAR is used to catch counterpokes off D1 and D3, fish for the getup roll KB, and end combos.
  • Commando is used to end combos in the corner, side switch, deal chip damage, and mix the enemy when they are between 3% and 7% remaining HP.
  • Leopard Krawl is used to mix the enemy and apply corner pressure.

While this variation is well suited to Rambo's traditional hit-and-run style, it also gives him more ability to stay point blank through continual Leopard Krawl stance mix and corner positioning.
Players: BiohazardCMNDR, roethor

Mk11 rambo strapicon.jpgMk11 rambo srollicon.jpg
Snare Trap, Shoulder Roll

For those who are unconvinced that Rambo's command grabs are worth it. This variation gives Rambo his best non-command grab utility for the close range - use Shoulder Roll to approach and start strike-throw mixups, and then use Snare Trap to maximize damage off of confirms. Probably Rambo's safest and most conventional kustom variation overall, though it is not as popular as the triple-grab.
Players: Grr

Mk11 rambo claymoreicon.jpgMk11 rambo srollicon.jpgMk11 rambo commandoicon.jpg
Claymore, Shoulder Roll, Commando

If you're gonna use the Claymore, might as well pick the special that works the best with it. This variation uses the Shoulder Roll to apply the Claymore both offensively and defensively, and keeps Commando for the additional mix and utility.
Players: Dylan Lloyd

Mk11 rambo strapicon.jpgMk11 rambo lkrawlicon.jpg
Snare Trap, (command grab kustom of choice)

Well rounded custom loadout, for players confident in their approaches and hit confirms. Gives the high damage of Snare Trap confirms while maintaining a command grab option. Each of the three options is viable - FUBAR will give the absolute best damage, Commando allows the high damage combos to end with a restand, and Leopard Krawl gives the most mixup options on block.

Universal Kombos


F122, D2

F122/D2 > B221 ~ Whip Trap (DB4)

  • Basic, easy combo that gives a lengthy, long distanced knockdown. Add a dashup before the B221 to give slightly more corner carry and make the timing easier.
  • Very lenient timing due to the long active frames of Whip Trap.
  • Most combos that can be done with F122 can be done with D2 as well, though D2 causes a faster fall and is harder to continue.
  • For all F122 or D2 combos, follow up with F4 to catch breakaway or D2 to maximize guaranteed damage.

F122/D2 > dash ~ D1 > B221 ~ Whip Trap (DB4)

  • Add a D1 before the B221 to deal slightly more damage and increase the corner carry. Difficult, and requires a very specific dash cancel timing.

F122/D2 > B221 ~ Savage Slide (BF4)

  • Landing Savage Slide on juggled enemies is much harder than Whip Trap, having a smaller hitbox, far fewer active frames, and non-projectile behavior. Perform the B221 as soon as possible after the F122 or D2.
  • Doing the B221 at the absolute earliest time will still land, but it may cause a bizarre side switch. The amplify will still work.

F122/D2 > B33 ~ Savage Slide (BF4)

  • Using B33 instead of B221 is easier to land, but sacrifices damage and corner carry.

F122/D2 > 1 > D1 > B221 ~ Whip Trap (DB4)

  • In the corner, B221 hits the enemy too high for the immediate Whip Trap to work. Add a 1 and then a D1 to squeeze more damage and add gravity.
  • If the 1 > D1 > B221 is too hard to land, omit the D1 and just do 1 > B221.

F122/D2 > B221 ~ Savage Slide (DF4)
F122/D2 > B33 ~ Savage Slide (BF4)

  • The midscreen Savage Slide combos can be done without changes in the corner.


U2


U2 > B221 ~ Whip Trap (DB4)
U2 > F3 ~ Whip Trap (DB4)
(corner) U2 > 1 > D1 > B221 ~ Whip Trap (DB4)

  • For the most part, combo construction is nearly identical to D2 or F122.
  • Midscreen D1 > B221 combos cannot be done from U2 due to the greater horizontal knockback.
  • Rambo generally has enough dash speed to combo into B221 from U2. If the enemy is too far away use F3 instead.



Antiairs


1 > F12/F2 ~ Whip Trap (DB4)/FUBAR (DBF1)

  • Most basic antiair combo.
  • Whip Trap will deal less damage than D2, while FUBAR will exceed the D2 damage and give a better knockdown.
  • F2 is harder to use as an extension, but deals slightly more damage and gives less breakaway points.

1 > B33/B221 ~ Whip Trap (DB4)/FUBAR (DBF1)

  • Perfectly clean 1 antiairs will allow for extensions with B221 or B33.
  • Deals more damage than D2 even without FUBAR, but requires very disciplined antiairing.

3 ~ Savage Slide (BF4)

  • The only way to get Savage Slide off an antiair.
  • Only use when absolutely ready to antiair - while 3 has a large hitbox, its 12 frame startup doesn't do it any favors.


Jump Kick


JK > F3 ~ Whip Trap (DB4)

  • The easiest way to follow up a landed JK without a special move buffered. Requires no dash, deals decent damage, and gives some corner carry.

JK > dash ~ B221/B33 ~ Whip Trap (DB4)

  • Following up with a string will require a dash with difficult timing, but will further increase the damage and corner carry.

JK > D1 > D1 > B221/B33 ~ Whip Trap (DB4)

  • Jump kicks in the corner bounce the enemy far lower than F122 or D2. If these conversions are too difficult, omit or reduce the D1 attacks and use B33 instead.


Forward Throw KB


Forward Throw KB > F122 > B221/B33 ~ Whip Trap (DB4)/Savage Slide (BF4)
Forward Throw KB > F122 > dash ~ D1 > B221 ~ Whip Trap (DB4)
Forward Throw KB > F122 > D2/F4

  • All combos that start from F122 can be performed after the Forward Throw KB. The same properties apply - Whip Trap creates more distance and is easier to combo into, Savage Slide keeps the enemy close and potentially gives more damage while being harder to land.
  • Follow up with D2 or F4 if the enemy has defensive meter.

Forward Throw KB > B33 ~ Hunting Bow (DB2)

  • In the corner, the forward throw KB creates a unique opportunity to guarantee a B33 ~ Hunting Bow. By far the best corner option if breakaway is available, but even without breakaway it lets Rambo seamlessly continue offense.

Forward Throw KB > F122 > 1 > D1 > B221/B33 ~ Whip Trap (DB4)
Forward Throw KB > F122 > B221/B33 ~ Savage Slide (BF4)

  • Like the midscreen F122 combos, the corner F122 combos can also be used after the forward throw KB.
  • Without enemy defensive meter meter these deal more damage and give longer advantage than B33 ~ Hunting Bow, but they require a disciplined Rambo to take advantage of.


Variation Kombos


FUBAR (DBF1)


(forward throw KB) > F122/D2/U2 > dash ~ D1 (not from U2) > B221 ~ FUBAR (DBF1)
(forward throw KB) > F122/D2/U2 > B33 ~ FUBAR (DBF1)

  • FUBAR can be used in place of Whip Trap for more damage, a closer knockdown, and side choosing (with meter). For B211 this requires more specific combo structuring, making B33 a more attractive option to avoid drops.
  • Where adding a D1 gave marginal benefit to Whip Trap combos, it gives much more to FUBAR combos. Without the D1 there is often not enough gravity for the FUBAR to connect.

JK > F3 ~ FUBAR (DBF1)
JK > dash ~ B221 ~ FUBAR (DBF1)

  • B33 ~ FUBAR will not work for jump kick combos, as B33 lacks the forward advancement.
  • B221 ~ FUBAR on a midscreen jump kick is especially difficult to land, as the jump kick lacks the vertical bounce to add a D1, but B221 still has enough upward knockback to make the FUBAR whiff. Only attempt if you are 100% certain it will land.

(forward throw KB) > F122/D2/U2 > F3 ~ FUBAR (DBF1)

  • New, breakaway spoofing combo that FUBAR allows. Gives the least possible points for the enemy to break, while dealing more damage than a D2.
  • Used against enemies who breakaway late to avoid oki and get punishes.

F122/D2/U2 > 1 > D1 > B221/B33 ~ FUBAR (DBF1)
Forward Throw KB > F122 > 1 > D1 > B221/B33 ~ FUBAR (DBF1)
JK > D1 > D1 > B221 ~ FUBAR (DBF1)

  • In the corner, FUBAR becomes an even more attractive option versus Whip Trap - where Whip Trap becomes less plus, FUBAR keeps all its midscreen plus frames when in the corner.
  • Landing FUBAR in the corner is not substantially different from landing Whip Trap - additional attacks also must be added to increase gravity.


Snare Trap (DB3)


(forward throw KB) > B33 ~ Snare Trap (DB3) > J2 (late) > microwalk > F3 > B221 ~ Whip Trap (DB4)/FUBAR (DBF1)

  • Best possible damage from Snare Trap. The microwalk is difficult to time to get the required vertical bounce - too late and the bounce will be too horizontal, and the enemy will be knocked out of B221 distance.
  • Many normals and strings will combo into Snare Trap. B33 is listed because it is the easiest to hit confirm and deals the most damage.
  • Without spending meter, FUBAR will always side switch. Consider ending with Whip Trap even when FUBAR is equipped to maintain the corner progress.
  • Exactly the same construction in the corner.
  • All Snare Trap combos can be started with the forward throw and Shoulder Roll KBs.

(forward throw KB) > B33 ~ Snare Trap (DB3) > J2 (late) > J2 (immediate) > B221 ~ Whip Trap (DB4)/FUBAR (DBF1)

  • Much easier followup to Snare Trap that deals less damage.
  • When doing the double J2 attacks, continually hold the forward jump input until the B221.
  • In the corner, add a D1 before the B221 to squeeze out slightly more damage. This requires the FUBAR ender.

(forward throw KB) > B33 ~ Snare Trap (DB3) > 12 (whiffed, framekill) > F3 > B221 ~ Whip Trap (DB4)/FUBAR (DBF1)

  • Sacrifices even more damage to build towards the forward throw KB.
  • Delays an entire seven seconds, meaning that Rambo only has to wait three seconds after finishing to get the KB.
  • In the corner, add a D1 before the B221 to squeeze out slightly more damage. This requires the FUBAR ender.

(forward throw KB) > B33 ~ Snare Trap (DB3) > J2 (late) > forward dash ~ B221 or B33 ~ Savage Slide/Amplify (BF4)

  • Snare Trap can be ended with Savage Slide to build towards the KB, but it greatly sacrifices damage and corner carry while being very meter hungry.
  • As always, B33 is easier to land than B221 but gives less reward.

(forward throw KB) > B33 ~ Snare Trap (DB3) > J2 (middle) > F4

  • Breakaway callout combo.
  • With the right J2 timing it can catch both breaking and non-breaking enemies.

(forward throw KB) > B33 ~ Snare Trap (DB3) > J2 (middle) > forward dash ~ D2

  • Guaranteed damage combo.
  • Requires a dash to catch both regular and breakaway timing.

(forward throw KB) > B33 ~ Snare Trap (DB3) > forward dash ~ 1 > forward dash ~ D2

  • Guaranteed damage with KB build combo.


Shoulder Roll (BF4)


Shoulder Roll KB (BF4) > J2 > F122 > dash ~ D1 > B221 ~ Whip Trap (DB4)/FUBAR (DBF1)
Shoulder Roll KB (BF4) > J2 > B33 ~ Hunting Bow (DB2)
Shoulder Roll KB (BF4) > J2 > B33 ~ Snare Trap (DB3) > J2 (late) > microwalk > F3 > B221 ~ Whip Trap (DB4)/FUBAR (DBF1)
(etc)

  • The Shoulder Roll KB can be used in place of the forward throw KB for all combos.
  • It functions nearly identically to the forward throw KB but gives much more hit advantage - enough to add a J2, even in the corner.
  • The J2 must be well timed to intersect with the top of the enemy hurtbox. If this proves to be too difficult use J1 instead.



Claymore (DB3)


Claymore (DB3) > Whip Trap (DB4)
Claymore (DB3) > F3 > Whip Trap (DB4)/FUBAR (DBF1)

  • Most of the time, Rambo won't be in a position to substantially follow up Claymore.
  • Use F3 if within distance. Raw Whip Trap works anywhere, but doesn't give much.

Claymore (DB3) > forward jump > (claymore detonation) > J2 (late) > B221 ~ Whip Trap (DB4)
Claymore (DB3) > forward jump > (claymore detonation) > J2 (late) > dash ~ D1 > B221 ~ Whip Trap (DB4)/FUBAR (DBF1)
Claymore (DB3) > forward jump > (claymore detonation) > J2 (late) > B33 ~ FUBAR (DBF1)

  • Against woefully unprepared enemies, Claymore can be used as a dedicated combo starter.
  • Easier to follow up than F122, but the general combo structure is the same.

Claymore (DB3) > D1 > D1 > B221 ~ Claymore (DB3)/Whip Trap (DB4)/FUBAR (DBF1)

  • In the corner, it becomes substantially easier to pick up off of stray Claymore hits.
  • End the Claymore combo with another Claymore for risky shenanigans.

Claymore (DB3) > JK > D1 > B221 ~ Claymore (DB3)/Whip Trap (DB4)/FUBAR (DBF1)

  • Claymore incentivizes use of the jump kick - slightly harder to follow up for combos than J2, but with a much bigger hitbox.
  • If the jump kick is done with the earliest possible timing it will not allow for combos. Delay the jump kick to find the proper timing that still stuffs out enemy actions, while allowing for combo extension.


Artillery Strike (BF2)


Artillery Strike (BF2) > forward jump > (shell lands) > J2 (late) > B221 ~ Whip Trap (DB4)/FUBAR (DBF1)

  • Where Claymore was difficult to follow up on a stray midscreen hit, Artillery Strike is near impossible.
  • The only way to continue it midscreen is to jump over the enemy first before the shell lands and hit them with a J2 when they're launched.
  • That is, if the shell lands.
  • If.

Artillery Strike (BF2) > D1 > D1 > B221 ~ Whip Trap (DB4)/FUBAR (DBF1)
Artillery Strike (BF2) > JK > D1 > B221 ~ Whip Trap (DB4)/FUBAR (DBF1)

  • Identical combo construction to Claymore in the corner.
  • However, while Claymore loops can sometimes work, Artillery Strike loops are entirely out of the question.


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