MachinayRequiem
Noob
I have been hearing comments from people, reading them on Youtube, and also hearing them from Youtubers that Artillery Strike is trash. I am here to tell you that that is the furthest thing from the truth. Many people in this community will write off a move only after giving it a few minutes of testing or after seeing it in action used improperly. Last week I decided to lab this move since people were talking about how bad it is and let me tell you it is pretty incredible. I have not seen any posts, whether it be in video form or text that covers this so let me be the first.
Artillery Strike is a special move that 109 frames of start up which is extremely slow and quite useless as a zoning tool like people are using it as. However, as a setup tool it is +58 on block and yes, you can get a guaranteed setup to give you that block pressure.
THE LOADOUT
Snare Trap (DB3)
Artillery Strike (BF2) Has a close and far variation by hold either forward or backwards.
THE SETUP
Starter xx Snare Trap xx Back Dash xx Artillery Strike
The Timing:
After the Snare Trap lands you have to wait for Rambo to glow then you back dash and input Artillery Strike.
The Follow Up:
After you input Artillery Strike you dash in twice and from here you are given a lot of options.
B121/B12 xx Snare Trap - This mix-up is fuzzy guardable which if the opponent does know this and is doing it then this is when B1 xx Snare Trap comes into play to break the fuzzy guard. This allows for your BnB combo of B12/B1 xx Snare Trap xx Deep JIP2, JIP2, B221 xx DB4 (More at the end of this post). This entire sequence will grant you 46% with 2 bars of meter. This is considering the opponent blocks the first two hits of B12 which is usually the case.
You can also go with:
B224/B2 staggers
B1 staggers
Stand 1 auto shimmies
Grab
Jump in kick with plus frame pressure
Really anything your heart desires
One really cool thing about this is even if they block the follow up it is still 20% unbreakable damage and if you can get the grab it becomes 34% and even if they get hit by the Artillery Strike it is 25% and you are still in their face for more pressure.
Another thing I really like doing if I'm not sure the mix-up will hit is after Artillery Strike I will go with B12 xx BF4 Hold back and it will either hit or keep me safe on block seeing as it will catch the opponent off guard on block and they will not be able to react in time to punish. This is around 23% when the follow up it blocked and or 28% when landed.
BEATING THEIR WAKEUP OPTIONS
Of course all of this sounds great, but you may be asking, what about U3, roll, delayed wakeup etc. One of the great things about this setup is there is only one read you have to make and that is if they will wake up or not.
They can't delay wakeup because every follow up you are going with is usually a meaty besides the grab.
They can't roll away because every follow up usually has to many attacks it will still punish them.
U2 does not have armor
The only problem becomes U3 which the armor will go through the Artillery Strike and punish you, and Forward roll which will cause the opponent to roll behind you and punish your active frames. Now I haven't tested this on every character, but if you read they are going to wake up what you are going to do is dash once, wait for them to either roll or U3 and punish with B33 xx Snare Trap into full combo or another setup. Both OKI options work for both wakeup scenarios which is why I say there is only two reads. Either they wake up or they don't. This becomes a huge debilitating mind game for the opponent and the damage you get means the reward is higher than the risk.
THE NEGATIVES
The only guarantee way to get them to hold Artillery Strike is after Snare Trap. However, once you have the opponent conditioned with the Snare Trap setup you can start doing B221 xx Close Artillery Strike since they will be conditioned to hold block when the strike comes down. They can do any forward advancing move to punish you, but the key is to have them conditioned first. This also works with F12, B221 xx Artillery Strike
Another big downfall is not the move in and of itself, but the fact that Snare Trap is two slots. If it was one slot you could equip FUBAR and now instead of grabbing after the setup you could command grab and your OKI game would be even stronger and have more damage at the end of combos along with being able to AMP the command grab. You could also equip Leopard Krawl which would make tick throwing after the setup something insanely dangerous as the mixups would be in abundance along with being able to just open your opponent up whenever you like and Leopard Krawl being able to bypass your opponent fuzzy guarding the Snare Trap 50/50's. But, Snare Trap is two slots so none of this is possible which Leopard Krawl and FUBAR are some of the best things Rambo has going for him.
IN CLOSING
I highly recommend any Rambo player to try this out and I guaranteed it will change your mind if you think the move is bad. This variation is by far my favorite. Do I think it is his strongest loadout? No, but it is very strong and can catch many people off guard if they have never fought it before and give you some easy wins and definitely Quitality. I was playing this past weekend in many different KOTH's, Looking for groups, KL, friends and everyone was shocked at how good it was and why they aren't seeing this used by more players. If anyone wants to lab this and debunk anything I had to say feel free so I can get in the lab and tighten up this setup to make it stronger.
Side Note:
Rambo's B33 is an amazing OKI tool. Use it.
Artillery Strike can be used at a far distance when trying to get in, but I find BF4 better, but it is a way to mix up your options to get in.
BONUS: SETUP SEQUENCES
All damage was calculated having the dummy block the B12 follow up and getting hit with Snare Trap for the sake of consistency. This seems to be the most common way I've been opening people up during the follow up pressure along with B1 xx Snare Trap which will do 1% less damage. The -- notation signifies the double dash in follow up after Artillery Strike to apply pressure.
B33 xx Snare Trap xx Back Dash xx Artillery Strike (AMP) - - B12 xx Snare Trap (AMP) Deep JIP 2, JIP2, B221 xx DB4 46% 2 Bar
B33 xx Snare Trap xx Back Dash xx Artillery Strike (AMP) - - B12 xx Snare Trap (AMP) Deep JIP2, F4 (ARMOR BREAK) 54% 2 Bar
B33 xx Snare Trap xx Back Dash xx Artillery Strike (AMP) - - B12 xx Snare Trap (AMP) Deep JIP 2, Dash, B33 xx BF4 (To Load BF4 KB) 42% 2 Bar
B33 xx Snare Trap xx Back Dash xx Artillery Strike (AMP) - - B12 xx BF4 = 28% 1 Bar
B33 xx Snare Trap xx Back Dash xx Artillery Strike (AMP) - - B12 xx BF4 (AMP) KB = 49% 2 Bar
B33 xx Snare Trap xx Back Dash xx Artillery Strike (AMP) - - B121 = 28% 1 Bar
B33 xx Snare Trap xx Back Dash xx Artillery Strike (AMP) - - Grab = 34% 1 Bar
B221 follow up gives the same damage as B12 except the B1 stagger into grab is a lot better seeing as B1 is -1
EDIT:
The opponent not knowing how to play against this can make getting the setup off a bit slow. I have noticed many people will try to jump out of the first Artillery Strike setup. What I have been doing is going in with B1 xx BF 4 (Hold Back). This will hit the opponent for around 30% if they jump and a little less if they don't and get caught by BF4. If they block you are usually safe because the opponent is caught off guard by BF4 and won't punish in time. Once this happens once or twice the opponent WILL start blocking. This is where the B1 reactable mix-ups comes into play. No one seems to be labbing Rambo so this mix-up hits people all the time. Snare Trap is very reactable, even online. Even so, this is where you start staggering into grab and a whole new mind game begins and opens up with Snare Trap because they are waiting to punish grab.
Artillery Strike is a special move that 109 frames of start up which is extremely slow and quite useless as a zoning tool like people are using it as. However, as a setup tool it is +58 on block and yes, you can get a guaranteed setup to give you that block pressure.
THE LOADOUT
Snare Trap (DB3)
Artillery Strike (BF2) Has a close and far variation by hold either forward or backwards.
THE SETUP
Starter xx Snare Trap xx Back Dash xx Artillery Strike
The Timing:
After the Snare Trap lands you have to wait for Rambo to glow then you back dash and input Artillery Strike.
The Follow Up:
After you input Artillery Strike you dash in twice and from here you are given a lot of options.
B121/B12 xx Snare Trap - This mix-up is fuzzy guardable which if the opponent does know this and is doing it then this is when B1 xx Snare Trap comes into play to break the fuzzy guard. This allows for your BnB combo of B12/B1 xx Snare Trap xx Deep JIP2, JIP2, B221 xx DB4 (More at the end of this post). This entire sequence will grant you 46% with 2 bars of meter. This is considering the opponent blocks the first two hits of B12 which is usually the case.
You can also go with:
B224/B2 staggers
B1 staggers
Stand 1 auto shimmies
Grab
Jump in kick with plus frame pressure
Really anything your heart desires
One really cool thing about this is even if they block the follow up it is still 20% unbreakable damage and if you can get the grab it becomes 34% and even if they get hit by the Artillery Strike it is 25% and you are still in their face for more pressure.
Another thing I really like doing if I'm not sure the mix-up will hit is after Artillery Strike I will go with B12 xx BF4 Hold back and it will either hit or keep me safe on block seeing as it will catch the opponent off guard on block and they will not be able to react in time to punish. This is around 23% when the follow up it blocked and or 28% when landed.
BEATING THEIR WAKEUP OPTIONS
Of course all of this sounds great, but you may be asking, what about U3, roll, delayed wakeup etc. One of the great things about this setup is there is only one read you have to make and that is if they will wake up or not.
They can't delay wakeup because every follow up you are going with is usually a meaty besides the grab.
They can't roll away because every follow up usually has to many attacks it will still punish them.
U2 does not have armor
The only problem becomes U3 which the armor will go through the Artillery Strike and punish you, and Forward roll which will cause the opponent to roll behind you and punish your active frames. Now I haven't tested this on every character, but if you read they are going to wake up what you are going to do is dash once, wait for them to either roll or U3 and punish with B33 xx Snare Trap into full combo or another setup. Both OKI options work for both wakeup scenarios which is why I say there is only two reads. Either they wake up or they don't. This becomes a huge debilitating mind game for the opponent and the damage you get means the reward is higher than the risk.
THE NEGATIVES
The only guarantee way to get them to hold Artillery Strike is after Snare Trap. However, once you have the opponent conditioned with the Snare Trap setup you can start doing B221 xx Close Artillery Strike since they will be conditioned to hold block when the strike comes down. They can do any forward advancing move to punish you, but the key is to have them conditioned first. This also works with F12, B221 xx Artillery Strike
Another big downfall is not the move in and of itself, but the fact that Snare Trap is two slots. If it was one slot you could equip FUBAR and now instead of grabbing after the setup you could command grab and your OKI game would be even stronger and have more damage at the end of combos along with being able to AMP the command grab. You could also equip Leopard Krawl which would make tick throwing after the setup something insanely dangerous as the mixups would be in abundance along with being able to just open your opponent up whenever you like and Leopard Krawl being able to bypass your opponent fuzzy guarding the Snare Trap 50/50's. But, Snare Trap is two slots so none of this is possible which Leopard Krawl and FUBAR are some of the best things Rambo has going for him.
IN CLOSING
I highly recommend any Rambo player to try this out and I guaranteed it will change your mind if you think the move is bad. This variation is by far my favorite. Do I think it is his strongest loadout? No, but it is very strong and can catch many people off guard if they have never fought it before and give you some easy wins and definitely Quitality. I was playing this past weekend in many different KOTH's, Looking for groups, KL, friends and everyone was shocked at how good it was and why they aren't seeing this used by more players. If anyone wants to lab this and debunk anything I had to say feel free so I can get in the lab and tighten up this setup to make it stronger.
Side Note:
Rambo's B33 is an amazing OKI tool. Use it.
Artillery Strike can be used at a far distance when trying to get in, but I find BF4 better, but it is a way to mix up your options to get in.
BONUS: SETUP SEQUENCES
All damage was calculated having the dummy block the B12 follow up and getting hit with Snare Trap for the sake of consistency. This seems to be the most common way I've been opening people up during the follow up pressure along with B1 xx Snare Trap which will do 1% less damage. The -- notation signifies the double dash in follow up after Artillery Strike to apply pressure.
B33 xx Snare Trap xx Back Dash xx Artillery Strike (AMP) - - B12 xx Snare Trap (AMP) Deep JIP 2, JIP2, B221 xx DB4 46% 2 Bar
B33 xx Snare Trap xx Back Dash xx Artillery Strike (AMP) - - B12 xx Snare Trap (AMP) Deep JIP2, F4 (ARMOR BREAK) 54% 2 Bar
B33 xx Snare Trap xx Back Dash xx Artillery Strike (AMP) - - B12 xx Snare Trap (AMP) Deep JIP 2, Dash, B33 xx BF4 (To Load BF4 KB) 42% 2 Bar
B33 xx Snare Trap xx Back Dash xx Artillery Strike (AMP) - - B12 xx BF4 = 28% 1 Bar
B33 xx Snare Trap xx Back Dash xx Artillery Strike (AMP) - - B12 xx BF4 (AMP) KB = 49% 2 Bar
B33 xx Snare Trap xx Back Dash xx Artillery Strike (AMP) - - B121 = 28% 1 Bar
B33 xx Snare Trap xx Back Dash xx Artillery Strike (AMP) - - Grab = 34% 1 Bar
B221 follow up gives the same damage as B12 except the B1 stagger into grab is a lot better seeing as B1 is -1
EDIT:
The opponent not knowing how to play against this can make getting the setup off a bit slow. I have noticed many people will try to jump out of the first Artillery Strike setup. What I have been doing is going in with B1 xx BF 4 (Hold Back). This will hit the opponent for around 30% if they jump and a little less if they don't and get caught by BF4. If they block you are usually safe because the opponent is caught off guard by BF4 and won't punish in time. Once this happens once or twice the opponent WILL start blocking. This is where the B1 reactable mix-ups comes into play. No one seems to be labbing Rambo so this mix-up hits people all the time. Snare Trap is very reactable, even online. Even so, this is where you start staggering into grab and a whole new mind game begins and opens up with Snare Trap because they are waiting to punish grab.
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