![]() Rambo’s Toward Throw is unique in that it triggers a Krushing Blow after not jumping or being knocked down for 10 seconds. This will Armor Break the opponent Breakaway and trigger its Krushing Blow. + can also used to counter opponents attempting to escape Rambo’s combos with a Breakaway. This will in turn allow Rambo to utilize his low attacks and throws. If + has hit previously, it becomes much more threatening and will force opponents into blocking high. Rambo’s + will also trigger a Krushing Blow if it has hit the opponent twice in a row or breaks armor. This is decent when mixed with low attacks including +, + and Savage Slide ( ). Lieutenant Drop ( + ) is a 19 frame overhead attack which can be done at up-close to counter opponents blocking low. +, also deals higher damage than Rambo’s other attacks, making it a great combo starter. ![]() This can be useful for whiff punishing an opponent’s poke, such as after staggering +. +, is slightly slower on start-up but has more range than Rambo’s +. This is a 12 frame mid attack which can be safely hit confirmed into a combo. One of Rambo’s strongest attacks is his Deadly Boondocks ( +, ) string. It should be noted that Snare Trap can be blocked on reaction, and therefore this mix-up should only be used sparingly. This allows Rambo to mix the opponent up twice in a row as Snare Trap can be done after + or +. With the Snare Trap ( ) ability equipped, Rambo can enforce mix-ups off of his + due to Snare Trap hitting low. It is also completely safe at -7 on block. This string is very threatening because opponents must be prepared to block high once used. +, , is an 18 frame mid attack that leads into a double overhead. FUBAR will switch positions, but can be Forward Amplified ( + AMP) to keep the opponent on the same side.Īnother great move in Rambo’s arsenal is his Lethal Tactics ( +, , ) string. Using the FUBAR ( ) ability, Rambo will grab the opponent at the end of his combos, keeping the opponent close while also dealing maximum damage. With the Commando ability equipped, Rambo can restand opponents at the end of combos with +, +. If you predict that the opponent may use a Breakaway to escape Rambo’s combo, use a + which will break the opponent’s armor and trigger a Krushing Blow. Using Savage Slide in combos and Amplifying it will also allow Rambo to meet its Krushing Blow requirements. Savage Slide ( ) as a combo ender will leave opponents nearby for Rambo to apply knockown pressure. ![]() Rambo’s combos are usually ended with Whip Trap ( ), sending the opponent away while dealing maximum damage. Snare Trap is best done after +, , +, and +. With the Snare Trap ( ) ability equipped, Rambo can pull a hidden cord that traps his opponent, allowing for a combo. When using this string, make sure to use +, if it’s blocked as it is safe at -7, and confirm into +, , for a combo if it hits. As a result, this string is mainly used as a punisher. It is however very unsafe, with +, being punishable via Flawless Block and +, , being severely punishable at -30 on block. This is a fast 11 frame mid attack and is great for starting combos without having to spend Offensive Meter. Rambo is able to launch opponents with his +, , string.
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