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Rambo General Discussion

Evil Canadian

G O K U
Royal Contributor
actually...

b3 1+3(variation specific)... is a motherfucker of a poke
its 15% on hit with plus restand, and -8 with pushback on block for a 12 frame mid startup with one of his longer ranged normals

pretty big reward pretty low consequence.

I know for a lot of people oh restand combo fodder blah blah blah but this is the real deal with it comes to just basic footsies.
 

DixieFlatline78

Everyone Has A Path
actually...

b3 1+3(variation specific)... is a motherfucker of a poke
its 15% on hit with plus restand, and -8 with pushback on block for a 12 frame mid startup with one of his longer ranged normals

pretty big reward pretty low consequence.

I know for a lot of people oh restand combo fodder blah blah blah but this is the real deal with it comes to just basic footsies.
Fair enough. Can you imagine an SFV character with a safe, heavily plus on hit, fast, mid range command normal that does 150 damage? Daigo would be training to whiff punish it all day
 
I dunno if mentioned already but I noticed the requirement for Rambo's forward throw KB resets on cinematic in addition to jumping or knockdown.
Just tested with counting to 10, then landing the crawl grab and FUBAR KBs. Couldn't get the F Throw KB right after and had to wait another 10 seconds.
 

freerf245

11 11 11 11
All I can say is that the Jade matchup feels awful. Never playing this matchup again. Other than that he's fun af.
 
A few things I want to think about/try out after work if anyone has time before then:
  1. Has anyone found reliable setups for laying claymore in a way that puts the pressure on the opponent?
  2. What are the best options after landing b3 1+2 in commando mode? They seem just far enough away that there's nothing I can threaten them with.
  3. Another thing I've noted is that krawl can be a good option for variations that don't use snare trap. They rely on f122 for launching, which is unsafe, but if you do f12 bf~, you have time to hit confirm. If you hit, press 2 and just the f122 string will come out. If they blocked, press 3 and you'll drop into krawl.
  4. Can krawl reliably catch someone as they fall from snare trap? If so, it could make the trap an interesting full-screen threat. Catch someone at range, krawl to them, catch them as they fall for the KB. This might not work, but it's worth testing given krawl is already good.
  5. My hope for playing Rambo was to make a variation that felt like playing RAMBO. I'm not wanting a combo-heavy pressure monster. I'm wanting a character who is tough to pin down, tough to catch, with deadly traps, and who slips in as you're trying to catch them and deals some monster damage (via lots of KBs, for example). I'm struggling to find a combination of moves that feels like this. A lot of the traps don't feel that useful together, or don't have much damage potential, or are really just supplements to snare trap.
 
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Gaxkang

Noob
So I did a mirror with another Rambo, saw a sample of how it goes when a Rambo spams whip trap and machine gun or at least spams in a smart enough way. Like when there's full screen distance between fighters.

If you do a jump of any sort onto the ground, you'll get hit by a whip trap.

So...to navigate the field of whip traps you have to walk...the prob is if it feels like you have to anticipate each one rather than reacting. Trying to react means you get hit.

And then if they mix machine gun you gotta duck to avoid it but if you're blocking for whatever you may be, then you get pushed back some.

This sort of sequence sloooooooooows the fight waaaaay down.

Blocking whip trap doesn't seem punishable by Rambo that I could see. Even if you block a whip trap within slide distance, it is safe.
Mace trap doesn't punish it, even amplified.

I couldn't find a real way around this, and it didn't resemble a fighting game then heh. I shrugged. I guess if you manage to get in and then manage to combo them to death...but that feels like Injustice 2.

So I dunno the answer.

Also on a side note, Kotal's panther rush is immune to the mace trap, it seems.
 

MadPropz101

"I still got it...but not much of it"
No. Snare trap commando is the better combination imo. B3-throw for the restand is better for mixups and pressure.
I mean he is minus as hell on mostly everything and doesn't have the best staggers, the crawl gives him a true command grab and an insane parry.
 

Evil Canadian

G O K U
Royal Contributor
I've turned around on fubar a bit
its not meant to be a damage command grab but an oki one

raw, it leads right into b2(which is his best normal in a lot of ways for both damage and best stagger normal) which can't be stopped other than wakeup u3 or roll
ex forward leaves you +20 which is enough time to set up claymore without a lot of the consequences
ex backwards does the most damage and still leads to same setup regular backward does

regular/ex backward also basically loops into itself, anything other than raw duck loses, wakeup d1/d2 loses to another command grab.

so yeah fubar went from bad to good, just needed to lab it a bit. At first glance it didn't look great but its basically tuned to work with the new oki system.
 

Evil Canadian

G O K U
Royal Contributor
Also strings combo into arrow x3 in the corner
assuming strings leave them grounded, b33, b12, f21, b22
String into arrow x3 does more damage than these strings into slide ex and leaves you +6 in their face since arrows don't knock down

so kind a big deal
 
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Pyrosis

Gentlemen, behold! My opinion!
Is there a method for getting three arrows out consistently? I'm not sure what I'm doing wrong, or if there's a cooldown on three arrows or what.
 

DixieFlatline78

Everyone Has A Path
Is there a method for getting three arrows out consistently? I'm not sure what I'm doing wrong, or if there's a cooldown on three arrows or what.
You basically hold the button while an arrow is coming out and let it go when he goes back into the stance. With the right timing they all combo. Kinda nice to see a quasi just frame
 

Pyrosis

Gentlemen, behold! My opinion!
I've turned around on fubar a bit
its not meant to be a damage command grab but an oki one

raw, it leads right into b2(which is his best normal in a lot of ways for both damage and best stagger normal) which can't be stopped other than wakeup u3 or roll
ex forward leaves you +20 which is enough time to set up claymore without a lot of the consequences
ex backwards does the most damage and still leads to same setup regular backward does

regular/ex backward also basically loops into itself, anything other than raw duck loses, wakeup d1/d2 loses to another command grab.

so yeah fubar went from bad to good, just needed to lab it a bit. At first glance it didn't look great but its basically tuned to work with the new oki system.
BRO. I went online to see if I could make use of this and ESPECIALLY if the opponent is out of defensive meter you absolutely chain toss people with this it's hilarious.