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Rambo General Discussion

Obly

Ambiguous world creator
I saw how the crawl krushing blows seem pretty unviable. But what if the tracking trip wire MB holds them long enough that you can crawl and obtain the KB distance requirement. IIRC it gets a Kb from crawl throw and parry. It most likely will be better off using it for a combo but if it works and is a viable strat to load in that KB, that would be neat.
The trip wire MB holds the opponent high off the ground, so this would be impossible. Rambo looks to be pretty locked in to using a jump-in attack to continue his combo.
 

Wavy

Block Spammer
The trip wire MB holds the opponent high off the ground, so this would be impossible. Rambo looks to be pretty locked in to using a jump-in attack to continue his combo.
No I mean if you get the option to crawl in from a distance and get it on their wakeup(after them dropping from hanging). Either from parry or throw. Otherwise make a read that they're gonna jump.
 

Zviko

Noob
No I mean if you get the option to crawl in from a distance and get it on their wakeup(after them dropping from hanging). Either from parry or throw. Otherwise make a read that they're gonna jump.
This definitely sounds doable but maybe you can even catch them with a grab when they are falling down. Command grabs don't hit airborne opponents unless you have them in a juggle combo which this would be.
 

DixieFlatline78

Everyone Has A Path
I imagine people will still go for more standard oki instead of a crawl mixup even if it's viable. Like The Joker's gasoline, it's cool on paper but in practice it's a little busier than meaty-ing with a poke and running pressure on that

In fact, throw Spawn's float, Nightwolf's buff, Shang's double amplify, and Terminator's Incapacitator in that category of fringe-use neutral gimmicks in DLC combo variations. Aftermath was good about breaking that mold but looks like they're back in it.
 

Hara-Killer

Reverse Salt
I was specifically talking about low (crawl) stance in which all options get blown up by jumping attacks (overheads).
yeah but like i said use parry , all high , mid , low got denied parry in crawl , normal crawl can be punished like anything else i guess ?
 

Zviko

Noob
yeah but like i said use parry , all high , mid , low got denied parry in crawl , normal crawl can be punished like anything else i guess ?
High is not an overhead. High is a high. They didn't say it parries overheads. Maybe it does, the ground ones but there's no way it parries jump attacks.
 
To be fair, I also expected some Green Arrow shenanigans in one variation...

But they wanted to avoid him looking like a zoner, so instead we get zoning attacks masqueraded as traps.
 

Obly

Ambiguous world creator
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!
 

Gaxkang

Banned
They sure dried up showing Rambo off....but he comes out soon, so please enjoy this vintage Rambo Japanese commercial inviting you into the wonderful world of sausages! :D

 
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The Ultimate

aka CommandThrower
As far as I can tell, none of his strings tick into his command throw. His down pokes do, but not his strings, unless I’m missing something.
 
So, it looks like I'm going with mace trap, commando, and claymore to start.

As far as I can tell, none of his strings tick into his command throw. His down pokes do, but not his strings, unless I’m missing something.
I couldn't find anything either. I replaced it with commando. It gives him true grabs off of some strings including his launcher as well as a restand with back 3.
 

Gaxkang

Banned
So the only intros ya really need is headband and knife, and only outros you really need are machine gun yell and mission accomplished. :p

Add others for other flavor :p
 
So I'm at work for another few hours and haven't been able to test much, but I'm worried by how quiet this board is compared to Rain and Mileena. Anyone finding anything juicy with old John?
 

DixieFlatline78

Everyone Has A Path

So here's a little of what I found with the crawl.

I really don't think FUBAR is the wave. It doesn't tick off any strings, does no damage, side switches if it's meterless, seems like a second rate command grab. I'm messing with other stuff and the Leopard Krawl does have some stuff. Off a Snare Trap launch, if you use it as your ender, you can meaty throw, parry wakeup attacks, and swipe as a meaty. Otherwise you can just use the trip wire instead.

If they block the swipe, you have enough time to cancel and block any jump in (you know, flawless block, hint hint), and a parry will catch any attempt to dash in and punish you.


Also if you read wake up jump, you have enough time to get up and anti-air them.

Now how useful is this move overall? Idk, but if you wanna try it out here's a little info on it. It's surprisingly responsive from what I've seen.