Rambo is the oki master. His forward throw gives you oki. His commando strings give you oki. His command grab gives you oki. His leopard krawl grab gives you oki. Best character ever in MK imo for aggresive play. Some see him as keepaway, but for me he is pure rushdown with the wire trap for keepaway when going against characters with good neutral. I think rambo is terrible at mid range, decent at zoning, and extremely good at close pressure.So how are you guys playing Rambo, what's your approach been? Are there any 50/50s or is it not that kind of character? I've been very busy lately but will finally have some time to dig in tonight.
Thanks a lot! It seems like if I want to combo then I need his snare trap thing.. That was a great reply man. I love playing as Skarlet prior but Rambo and Spawn have me intrigued now that I'm coming backRambo is the oki master. His forward throw gives you oki. His commando strings give you oki. His command grab gives you oki. His leopard krawl grab gives you oki. Best character ever in MK imo for aggresive play. Some see him as keepaway, but for me he is pure rushdown with the wire trap for keepaway when going against characters with good neutral. I think rambo is terrible at mid range, decent at zoning, and extremely good at close pressure.
Actually I don't use snare trap and I can still get 300 damage with one bar. I use FUBAR, Commando, and Leopard. The snare trap seems like a great tool at first, but you start to notice that it's a bit easy to avoid it and the damage it gives you is nothing special. if you are to stick to snare trap, I would have a hard time letting go of commando or Leopard as they are both amazing for mixups and they need each other to work efficiently. Just my two cents of course. Rambo is a fun character to lab and to find your own style.Thanks a lot! It seems like if I want to combo then I need his snare trap thing.. That was a great reply man. I love playing as Skarlet prior but Rambo and Spawn have me intrigued now that I'm coming back
Yeah as far as looks, the command grab and crawl seem hella funActually I don't use snare trap and I can still get 300 damage with one bar. I use FUBAR, Commando, and Leopard. The snare trap seems like a great tool at first, but you start to notice that it's a bit easy to avoid it and the damage it gives you is nothing special. if you are to stick to snare trap, I would have a hard time letting go of commando or Leopard as they are both amazing for mixups and they need each other to work efficiently. Just my two cents of course. Rambo is a fun character to lab and to find your own style.
I only just started messing with Ramob last night, but I have faced that move quite a bit. Flawless Blocking the ax helps keep Sub from being so safe, but yeah, the angle and hitbox make it tough to deal with. I wonder if any of Rambo's bf4 moves, like his Slide or Roll, would help deal with it. His db2 Machine Gun might punish whiffed axes.I wanted to ask other rambo players if there is a way to deal with sub zeros jumping axe projectile move. I faced this sub zero player who did that non stop and I was alwasy forced to just block. Obviously because I had no idea what to do. Is there a way to punish that move?
Thanks for the info! It sucks that some moves can be so annoying and not easy to punish. That particular move has been a pain ever since Akuma made it popular in SF.I only just started messing with Ramob last night, but I have faced that move quite a bit. Flawless Blocking the ax helps keep Sub from being so safe, but yeah, the angle and hitbox make it tough to deal with. I wonder if any of Rambo's bf4 moves, like his Slide or Roll, would help deal with it. His db2 Machine Gun might punish whiffed axes.
Loving the claymore action. So much that I have created aew variation for certain matchups that uuses commando, leopard and claymore. I love FUBAR, but the claymore is a good trade for certain matches that you need more keepaway and the corner is just nuts. If they don't roll they are basically screwed.My Rambo got a lot better since my last upload
check out these claymore setups lol ("ghetto infinites")
i have a few setups in the corner where you can put the claymore behind them and the only thing they can do is roll , jump out or lose the claymore trade for waking up ...f122-f1~db3 (this leaves the claymore underneath them) if the claymore lands then you do jump kick at the highest point micro dash standing 3 ~ db3 & it puts the claymore behind them.Not sure what's known about Rambo, but I've been working on some Landmine setups in the corner. Most seem avoidable, however, I haven't yet found a good answer to b221~db3. If you land it, the opponent will wake up in the landmine. If they do anything other than jump, they eat it. However, you recover quickly enough to d2 or react if they try forward-roll. If they jump, the d2 will hit and send them to the mine, which will launch and allow you to hit with b3~(1+3) (or your ender of choice). Overall, b221~db3-d2-b3(1+3) does 12% plus 27% for a total of 39% meterless damage into a +10 restand.
[Edit] The only issue with the above is that sometimes the mine will be placed too far near the edge so if you do uppercut them, they won't land on it and they can't really be pushed into it. To prevent this, you want to hit the b221 pretty late so they're lower to the ground.
You can also end kombos with b221~db3 to keep the loop going, it seems. Still experimenting.
Poor Jax, never seen a man eat so many explosions.My Rambo got a lot better since my last upload
check out these claymore setups lol ("ghetto infinites")
Not sure when I got it, but I can tell you that after finishing all of his charcter towers (including the boss ones after his regular towers) I got all of his brutalities including the claymore.does anyone know how to unlock rambos claymore brutality and what are the requirements for it