Hot takes on Rambo's variations? Some random thoughts...
Variation 1 (Veteran):
The only variation that keeps all of Rambo's base kit specials, which is a big bonus.
- I have a feeling the punji stick trap is going to be the move that makes Rambo great and makes haterz hate. Hits low, has two directable ranges, covers lots of space, decently fast, and Rambo low-profiles highs while activating it.
- The base slide looks pretty solid too. Not SZ level fast, but decent and will avoid some high projectiles on a read. Bit of a mix-up with OH string enders and drop kick. Can roll away on block to escape some punishes. Easy KB to get.
The snare trap special looks to work just like Cetrion's vine grab (a tracking mid). Just like it, the main use will probably be for extending combos, as it looks a bit too slow to use safely and effectively in the neutral. Also some situational use punishing players trying to use slower buff moves (like Jade's glow).
Jury is still out on the commando crawl. Great potential in theory for mix-ups (strike, command grab) and harm avoidance (
super low-profiling, parry that covers highs/mids/lows), but Rambo gives up movement speed and blocking while he's crawling. Might be vulnerable to jump-ins. The KB does not look realistic to get.
Hot take: The best combos and damage, good screen control, and unique defensive options will make it a solid choice, but will take some dedicated lab work to unlock its potential. Will probably appeal to Rambo specialists only.
Variation 2 (Patriot):
The only variation with a machine gun (so style points for that). Not totally clear whether it hits high or mid, but I'm assuming high. Also not clear if amplified MG has any extra property besides more damage. Will be good for punishing serial jumpers. If it jails off any block string, it'll be an auto round winner via chip kill.
The claymore mine is super interesting: lots of reward but a lot of risk too. Huge advantage vs opponents who have to come to you and don't have a teleport. His MG will be great for harassing people trying to jump over it. But also hampers your own footsies game, and you don't have a good way to enforce damage against a patient opponent who's waiting you out. Will be great for trapping fools in the corner though and harassing the crap out of them with zoning.
The swing trap honestly looks like a downgrade from the punji trap, imo. Probably hits high--and if so, between Rambo's bow and MG, why does he need another high, linear projectile for AA? It might hit mid in the center of its travel arc though, which would make it better. He also low-profiles while it's active, so it's his best counterzoning tool. Hopefully the KB is better than it sounded (hit three in a row? Seriously? Will never happen).
Hot take: Definitely the best screen control. Great potential to use zoning pressure when the claymore is out, though really need to see if he has anything besides high projectiles. Will appeal to players who just like to troll with zoning, but also spacing/screen control connoisseurs.
Variation 3 (Drifter):
Rambo gets throw enders to some of his strings, which look pretty fast and difficult to react to. Utility will depend on whether the strike enders are special cancelable or not... BUT it looks like one of the strings is his meterless launcher, which is fantastic b/c oppos will face a hard punish if they try to duck the throw and guess wrong. Also one of the throw enders looks to be a reset with possible DoT bleed damage, setting up for great pressure options.
Also gets his standing command grab. I'm assuming it's a high CG (mid would be downright broken, and probably would've been mentioned on the KK), but still very good since he can pick sides by spending bar, will hopefully have good tic throw setups, and has a KB (not a great one, though good for keeping people trapped in the corner).
Trades his base kit slide for a commando roll, so he loses some OH/low mix but gains strike/cancel mix to make up for it, and also gains the ability to switch sides at will, so it's a net upgrade. Has a KB that looks like it will punish people trying to call out a stagger with buttons, so that's another mind game layer. I'm guessing the basic roll strike is punishable, but the MB overhead strike option may be a way he can make the move safe.
Hot take: It feels like this will be
the main variation, at least for casual Rambowlers (I think there will be a lot of them). Pretty simple, straightforward rushdown play style, not a combo variation, but loaded with mix-ups and enhanced mobility. Not strong on defense or zoning, but keeps the punji trap for counterzoning. Will appeal to grapplers, brawlers, and pressure monsters. Will anyone still play Kano after this??
Looking forward to taking some fools off the board!