Ring of Destruction: Slam Masters II/King Rasta Mon: Difference between revisions

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(Reformatted running normals)
(Reformatted jumping normals)
Line 356: Line 356:
=== Jumping Normals ===
=== Jumping Normals ===
==== Diagonal Jump Normals ====
==== Diagonal Jump Normals ====
<br>
{| border="1" cellspacing="0"
| colspan="4"  | '''j.LP | Jumping Light Punch'''
|-
| align="center"  | Damage || align="center"  | '''?''' || align="center" rowspan="6" | 1f<br>[[File:RingDest_Rasta_jLP_1.png]] || align="center" rowspan="6" | 4f<br>[[File:RingDest_Rasta_jLP_2.png]]
|-
| align="center" | Hit Advantage || align="center" | ?
|-
| align="center" | Block Advantage || align="center" | ?
|-
| align="center" | Chain Cancel || align="center" | No
|-
| align="center" | Special Cancel || align="center" | No
|-
| align="center" | Run Cancel || align="center" | No
|-
| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" | 3 || align="center" style="background:#FF0000"| '''~'''
|-
| width="1" colspan="7" |


An elbow attack that hits solidly in front of you. No hurtbox on the legs plus horizontal range makes this a good jump-in.
{{MoveData
|}
|image=RingDest_Rasta_jLP.png
|caption=
|name=j.LP
|input=
|data=
{{AttackData-RingDest
|damage=?
|startup=3
|active=Until landing
|recovery=
|guard=H
|hitAdv=
|blockAdv=
|cancel=
|description=An elbow attack that hits solidly in front of you. Makes a great air-to-air and solid jump-in.
}}
}}




{| border="1" cellspacing="0"
{{MoveData
| colspan="9"  | '''j.HP | Jumping Heavy Punch'''
|image=RingDest_Rasta_jHP.png
|-
|caption=
| align="center"  | Damage || align="center" | '''?''' || align="center" rowspan="6" | 1f<br>[[File:RingDest_Rasta_jHP_1.png]] || align="center" rowspan="6" | 4f<br>[[File:RingDest_Rasta_jLP_1.png]] || align="center" rowspan="6" | 5f<br>[[File:RingDest_Rasta_jHP_3.png]] || align="center" rowspan="6" | 13f<br>[[File:RingDest_Rasta_jLP_1.png]] || align="center" rowspan="6" | 19f<br>[[File:RingDest_Rasta_Jump_3.png]] || align="center" rowspan="6" | 25f<br>[[File:RingDest_Rasta_Jump_2.png]] || align="center" rowspan="6" | 31f<br>[[File:RingDest_Rasta_Jump_1.png]]
|name=j.HP
|-  
|input=
| align="center" | Hit Advantage || align="center" | ?  
|data=
|-
  {{AttackData-RingDest
| align="center" | Block Advantage || align="center" | ?
|damage=?
|-
|startup=4
| align="center" | Chain Cancel || align="center" | No
|active=8
|-
|recovery=Until landing
| align="center" | Special Cancel || align="center" | No
|guard=H
|-  
|hitAdv=
| align="center" | Run Cancel || align="center" | No
|blockAdv=
|-
|cancel=
| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" colspan="2" | 4 || align="center" style="background:#FF0000"| '''8'''|| align="center" colspan="4" | ~
|description=A down-angled punch with a great hitbox. Really useful against characters with strong anti-air 2HPs like Haggar, and can make a good defensive option. Otherwise, use is limited since you'll be running most of the time.
|-
}}
| width="1" colspan="9" |
}}


A down-angled punch with a great hitbox. You’re probably going to be running around a lot so you won’t find a lot of time to use this. Maybe it’s a good defensive option.
|}


{{MoveData
|image=RingDest_Rasta_jLK.png
|caption=
|name=j.LK
|input=
|data=
{{AttackData-RingDest
|damage=?
|startup=3
|active=Until landing
|recovery=
|guard=H
|hitAdv=
|blockAdv=
|cancel=
|description=A knee attack that has a small hitbox just below Rasta. An effecitve jump-in and crossup.
}}
}}


{| border="1" cellspacing="0"
| colspan="4"  | '''j.LK | Jumping Light Kick'''
|-
| align="center"  | Damage || align="center"  | '''?''' || align="center" rowspan="6" | 1f<br>[[File:RingDest_Rasta_jLK_1.png]] || align="center" rowspan="6" | 4f<br>[[File:RingDest_Rasta_jLK_2.png]]
|-
| align="center" | Hit Advantage || align="center" | ?
|-
| align="center" | Block Advantage || align="center" | ?
|-
| align="center" | Chain Cancel || align="center" | No
|-
| align="center" | Special Cancel || align="center" | No
|-
| align="center" | Run Cancel || align="center" | No
|-
| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" | 3 || align="center" style="background:#FF0000"| '''~'''
|-
| width="1" colspan="7" |


Jumping knee attack that has a small hitbox just below Rasta, and can cross up. Active until you land.
{{MoveData
|}
|image=RingDest_Rasta_jHK.png
 
|caption=
 
|name=j.HK
{| border="1" cellspacing="0"
|input=
| colspan="5"  | '''j.HK | Jumping Heavy Kick'''
|data=
|-
  {{AttackData-RingDest
| align="center" | Damage || align="center"  | '''?''' || align="center" rowspan="6" | 1f<br>[[File:RingDest_Rasta_jHK_1.png]] || align="center" rowspan="6" | 4f<br>[[File:RingDest_Rasta_jHK_2.png]] || align="center" rowspan="6" | 6f<br>[[File:RingDest_Rasta_jHK_3.png]]
|damage=?
|-  
|startup=5
| align="center" | Hit Advantage || align="center" | ?
|active=Until landing
|-
|recovery=
| align="center" | Block Advantage || align="center" | ?
|guard=H
|-
|hitAdv=
| align="center" | Chain Cancel || align="center" | No
|blockAdv=
|-
|cancel=
| align="center" | Special Cancel || align="center" | No
|description=A butt drop that crosses up, but is a weaker jump-in from a distance. It's useful over 66j.HK since it allows for rewarding combos.
|-
}}
| align="center" | Run Cancel || align="center" | No
}}
|-
| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" colspan="2" | 5 || align="center" style="background:#FF0000"| '''~'''
|-
| width="1" colspan="8" |
 
A butt drop that crosses up very easily. Has decent range in front and it stays active until you land.
|}




==== Neutral Jump Normals ====
==== Neutral Jump Normals ====
<br>
{| border="1" cellspacing="0"
| colspan="4"  | '''j.8LP | Neutral Jumping Light Punch'''
|-
| align="center"  | Damage || align="center"  | '''?''' || align="center" rowspan="6" | 1f<br>[[File:RingDest_Rasta_jLP_1.png]] || align="center" rowspan="6" | 4f<br>[[File:RingDest_Rasta_jLP_2.png]]
|-
| align="center" | Hit Advantage || align="center" | ?
|-
| align="center" | Block Advantage || align="center" | ?
|-
| align="center" | Chain Cancel || align="center" | No
|-
| align="center" | Special Cancel || align="center" | No
|-
| align="center" | Run Cancel || align="center" | No
|-
| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" | 5 || align="center" style="background:#FF0000"| '''~'''
|-
| width="1" colspan="7" |
Identical to j.LP.
|}
{| border="1" cellspacing="0"
| colspan="8"  | '''j.8HP | Neutral Jumping Heavy Punch'''
|-
| align="center"  | Damage || align="center"  | '''?''' || align="center" rowspan="6" | 1f<br>[[File:RingDest_Rasta_jHP_1.png]] || align="center" rowspan="6" | 5f<br>[[File:RingDest_Rasta_jLP_1.png]] || align="center" rowspan="6" | 6f<br>[[File:RingDest_Rasta_jHP_3.png]] || align="center" rowspan="6" | 18f<br>[[File:RingDest_Rasta_jLP_1.png]] || align="center" rowspan="6" | 24f<br>[[File:RingDest_Rasta_Jump_3.png]] || align="center" rowspan="6" | 30f<br>[[File:RingDest_Rasta_Jump_2.png]]
|-
| align="center" | Hit Advantage || align="center" | ?
|-
| align="center" | Block Advantage || align="center" | ?
|-
| align="center" | Chain Cancel || align="center" | No
|-
| align="center" | Special Cancel || align="center" | No
|-
| align="center" | Run Cancel || align="center" | No
|-
| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" colspan="2" | 5 || align="center" style="background:#FF0000"| '''12'''|| align="center" colspan="3" | ~
|-
| width="1" colspan="8" |
Identical to j.HP, with an extra startup frame and more active frames.
|}
{| border="1" cellspacing="0"
| colspan="4"  | '''j.8LK | Neutral Jumping Light Kick'''
|-
| align="center"  | Damage || align="center"  | '''?''' || align="center" rowspan="6" | 1f<br>[[File:RingDest_Rasta_jLK_1.png]] || align="center" rowspan="6" | 4f<br>[[File:RingDest_Rasta_jLK_2.png]]
|-
| align="center" | Hit Advantage || align="center" | ?
|-
| align="center" | Block Advantage || align="center" | ?
|-
| align="center" | Chain Cancel || align="center" | No
|-
| align="center" | Special Cancel || align="center" | No
|-
| align="center" | Run Cancel || align="center" | No
|-
| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" | 3 || align="center" style="background:#FF0000"| '''~'''
|-
| width="1" colspan="7" |


Identical to j.LK.
|}


{{MoveData
|image=RingDest_Rasta_jHP.png
|caption=
|name=j.8HP
|input=
|data=
{{AttackData-RingDest
|damage=?
|startup=5
|active=12
|recovery=Until landing
|guard=H
|hitAdv=
|blockAdv=
|cancel=
|description=Identical to j.HP, with 1f slower startup and 4 more active frames.
}}
}}


{| border="1" cellspacing="0"
| colspan="8"  | '''j.8HK | Neutral Jumping Heavy Kick'''
|-
| align="center"  | Damage || align="center"  | '''?''' || align="center" rowspan="6" | 1f<br>[[File:RingDest_Rasta_jHK_1.png]] || align="center" rowspan="6" | 3f<br>[[File:RingDest_Rasta_jHK_2.png]] || align="center" rowspan="6" | 5f<br>[[File:RingDest_Rasta_j8HK_3.png]]
|-
| align="center" | Hit Advantage || align="center" | ?
|-
| align="center" | Block Advantage || align="center" | ?
|-
| align="center" | Chain Cancel || align="center" | No
|-
| align="center" | Special Cancel || align="center" | No
|-
| align="center" | Run Cancel || align="center" | No
|-
| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" colspan="2" | 4 || align="center" style="background:#FF0000"| '''~'''
|-
| width="1" colspan="8" |


Rasta’s butt drop, the neutral jump version has further forward reach and slightly faster startup.
{{MoveData
|}
|image=RingDest_Rasta_j8HK.png
|caption=
|name=j.8HK
|input=
|data=
{{AttackData-RingDest
|damage=?
|startup=4
|active=Until landing
|recovery=
|guard=H
|hitAdv=
|blockAdv=
|cancel=
|description=The neutral jump butt has further forward reach and 1f faster startup, so it can be used as an air-to-air.
}}
}}




=== Running Jump Normals ===
=== Running Jump Normals ===
<br>
{| border="1" cellspacing="0"
| colspan="7"  | '''66j.LP | Running Jump Light Punch'''
|-
| align="center"  | Damage || align="center"  | '''?/?''' || align="center" rowspan="6" | 1f<br>[[File:RingDest_Rasta_jLP_1.png]] || align="center" rowspan="6" | 3f<br>[[File:RingDest_Rasta_jLP_2.png]] || align="center" rowspan="6" | ...<br> ||  align="center" rowspan="6" | 1f†<br>[[File:RingDest_Rasta_jLP_1.png]] || align="center" rowspan="6" | 4f††<br>[[File:RingDest_Rasta_66jLP_4.png]]
|-
| align="center" | Hit Advantage || align="center" | ?/?
|-
| align="center" | Block Advantage || align="center" | ?/?
|-
| align="center" | Chain Cancel || align="center" | No/No
|-
| align="center" | Special Cancel || align="center" | No/No
|-
| align="center" | Run Cancel || align="center" | No/No
|-
| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" | 2 || align="center" style="background:#FF0000"| '''~''' || align="center" | ... || align="center" | 3 || align="center" style="background:#FF0000"| '''~'''
|-
| width="1" colspan="9" |


Looks just like j.LP, but has an autocombo where the second hit looks like j.HP. Both hits juggle aerial opponents. Otherwise, it won't knock down.<br>
{{MoveData
|image=RingDest_Rasta_jLP.png
|image2=RingDest_Rasta_66jLP.png
|caption=
|name=66j.LP
|input=
|data=
{{AttackData-RingDest
|damage=?
|startup=2
|active=until landing
|recovery=
|guard=H
|hitAdv=
|blockAdv=
|cancel=
|description=Looks just like j.LP, on hit he goes into a second punch that looks like j.HP. The first hit juggles into the second on air hit.<br>
Good for checking their ability to block, and the second hit generally makes it safe even if they block it early.<br>
Good for checking their ability to block, and the second hit generally makes it safe even if they block it early.<br>
On 1st hit, there's a 3f gap before the 2nd hit.
}}
}}




†4f
{{MoveData
††7f
|image=RingDest_Rasta_66jHP.png
|}
|caption=
 
|name=66j.HP
|input=
|data=
{{AttackData-RingDest
|damage=?
|startup=2
|active=10
|recovery=Until landing
|guard=H
|hitAdv=KD
|blockAdv=
|cancel=
|description=The flying bulldog. A weird move that basically only hits on crossup and has short active frames. You can also juggle into it after 236A.<br>
This move deals great damage like an ST air throw, and it feels just as satisfying to land.
}}
}}


{| border="1" cellspacing="0"
| colspan="6"  | '''66j.HP | Running Jump Heavy Punch'''
|-
| align="center"  | Damage || align="center"  | '''?''' || align="center" rowspan="6" | 1f<br>[[File:RingDest_Rasta_66jHP_1.png]] || align="center" rowspan="6" | 3f<br>[[File:RingDest_Rasta_66jHP_2.png]] || align="center" rowspan="6" | 13f<br>[[File:RingDest_Rasta_66jHP_3.png]]
|-
| align="center" | Hit Advantage || align="center" | KD
|-
| align="center" | Block Advantage || align="center" | ?
|-
| align="center" | Chain Cancel || align="center" | No
|-
| align="center" | Special Cancel || align="center" | No
|-
| align="center" | Run Cancel || align="center" | No
|-
| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" | 2 || align="center" style="background:#FF0000"| '''10'''|| align="center" colspan="2" | ~
|-
| width="1" colspan="6" |


The flying bulldog. A weird move that basically only hits on crossup and has short active frames.<br>
{{MoveData
This move deals great damage sort of like an ST air throw, and it feels just as satisfying to land.
|image=RingDest_Rasta_66jLK.png
|}
|caption=
 
|name=66j.LK
 
|input=
{| border="1" cellspacing="0"
|data=
| colspan="4"  | '''66j.LK | Running Jump Light Kick'''
  {{AttackData-RingDest
|-
|damage=?
| align="center" | Damage || align="center"  | '''?''' || align="center" rowspan="6" | 1f<br>[[File:RingDest_Rasta_jLK_1.png]] || align="center" rowspan="6" | 3f<br>[[File:RingDest_Rasta_66jLK_2.png]]
|startup=2
|-  
|active=Until landing
| align="center" | Hit Advantage || align="center" | ?
|recovery=
|-
|guard=H
| align="center" | Block Advantage || align="center" | ?
|hitAdv=
|-
|blockAdv=
| align="center" | Chain Cancel || align="center" | No
|cancel=
|-
|description=Another jumping knee attack, this has a smaller hitbox than j.LK and knocks down aerial opponents.<br>
| align="center" | Special Cancel || align="center" | No
|-
| align="center" | Run Cancel || align="center" | No
|-
| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" | 2 || align="center" style="background:#FF0000"| '''~'''
|-
| width="1" colspan="7" |
 
Another jumping knee attack, this has a smaller hitbox than j.LK and knocks down aerial opponents.<br>
As with a lot of running jump attacks, this can be used as an instant overhead.
As with a lot of running jump attacks, this can be used as an instant overhead.
|}
}}
 
}}


{| border="1" cellspacing="0"
| colspan="5"  | '''66j.HK | Running Jump Heavy Kick'''
|-
| align="center"  | Damage || align="center"  | '''?''' || align="center" rowspan="6" | 1f<br>[[File:RingDest_Rasta_jHK_1.png]] || align="center" rowspan="6" | 3f<br>[[File:RingDest_Rasta_jHK_2.png]] || align="center" rowspan="6" | 6f<br>[[File:RingDest_Rasta_66jHK_3.png]]
|-
| align="center" | Hit Advantage || align="center" | KD
|-
| align="center" | Block Advantage || align="center" | ?
|-
| align="center" | Chain Cancel || align="center" | No
|-
| align="center" | Special Cancel || align="center" | No
|-
| align="center" | Run Cancel || align="center" | No
|-
| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" colspan="2" | 5 || align="center" style="background:#FF0000"| '''~'''
|-
| width="1" colspan="8" |


Flying butt that always knocks down, it crosses up easily and stays active until you land.<br>  
{{MoveData
|image=RingDest_Rasta_66jHK.png
|caption=
|name=66j.HK
|input=
|data=
{{AttackData-RingDest
|damage=?
|startup=5
|active=Until landing
|recovery=
|guard=H
|hitAdv=KD
|blockAdv=
|cancel=
|description=Flying butt drop that always knocks down, it crosses up easily and stays active until you land.<br>  
Welcome to Ring of Destruction, say hello to the mat for me.
Welcome to Ring of Destruction, say hello to the mat for me.
|}
}}
}}





Revision as of 19:25, 12 February 2022

Costume Colors
King Rasta Mon/Missing IQ Gomes


Introduction

Mon, you gots no rhythm and you fight like a girlie.

What would a Capcom character be without stereotypes?

The walking embodiment of a random chimp event, King Rasta Mon is canonically illiterate. He relies on his monkey manager Freak to do the boring work for him.

While he has a shorter grab range than most characters, Rasta can depend on his speed and ambiguous cross-ups to get in and make opponents guess. His specials are awkward to use or niche, outside of 236LP and 28P. Monkey assists keep your opponents locked down and can open up big rewards if you time it right.

Normal Moves

Far Standing Normals

5LP
RingDest Rasta 5LP.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 3 6 9 HL -1 -4 S, C, R
  • Chain starting on Frame 13.

A fast sideways chop with decent range. Good active frames, but unsafe unless you cancel it.


5HP
RingDest Rasta 5HP.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 8 3 19 HL -4 -9 -

A downward chop with good range. Average active frames, but it's not cancelable and pretty unsafe.


5LK
RingDest Rasta 5LK.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 4 1 12 HL +1 -2 S, C, R
  • Chain starting on Frame 14.

An upward kick with only one active frame, so it’s not the stop sign it looks like. Also does little damage, so it's not recommended in combos.


5HK
RingDest Rasta 5HK.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 7 8 9 HL +1 -4 -

A straight kick with great range and active frames. Throw this out sometimes, but be aware that his upper leg is still vulnerable.
You can actually link off this when used as a meaty, but that's better done with n.5HK.

Near Standing Normals

n.5LP
RingDest Rasta n5LP.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 2 4 7 HL +6 +3 S, C, R
  • Chain starting on Frame 7.

A Palm strike with fast startup and good active frames. One of your all-around best buttons.


n.5HP
RingDest Rasta n5HP 1.png
RingDest Rasta n5HP 2.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 2 3+8 11 HL -4/-1 -9/-6 S

Table-flip that hits twice, and shares its animation with 2HP. You can cancel into grab or 46P, or go for a crossup with rage 28HP.


n.5LK
RingDest Rasta 5LK.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 4 1 12 HL +3 0 S, C, R
  • Chain starting on Frame 14.

An upward kick with only one active frame, so it’s not the stop sign it looks like. Also does little damage, so it's not recommended in combos.


n.5HK
RingDest Rasta 5HK.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 6 6 8 HL +4 -1 -

It's 5HK but faster overall, and with much better frame advantage to boot.

Crouching Normals

2LP
RingDest Rasta 2LP.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 2 4 7 HL +6 +3 S, C, R
  • Chain starting on Frame 7.

A quick claw at their shins, Rasta's best general purpose normal. Though the hitbox doesn't cover his hand, this is still one of Rasta's longest normals because he leans forward.


2HP
RingDest Rasta 2HP 1.png
RingDest Rasta 2HP 2.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 2 2+8 19 HL -11/-9 -16/-14 S

Table-flip that hits twice, and shares its animation with n.5HP. You can cancel into grab or 46P, or go for a crossup with rage 28HP.
For whatever reason, 2HP has much worse recovery than n.5HP, so avoid it.


2LK
RingDest Rasta 2LK 1.png
RingDest Rasta 2LK 2.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 8 6 8 HL -1 -4 -

An upward kick with strange hitboxes that alternate every frame. Works as a far anti-air, but not useful against grounded opponents since it can't chain or cancel.


2HK
RingDest Rasta 2HK.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 7 8 17 L KD -12 -

A standard sweep and Rasta's longest-reaching normal. Can be used to punish the odd move your jabs can't reach, or to end chains.

Running Normals

66LP
RingDest Rasta 66LP 1.png
RingDest Rasta 66LP 2.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 3 8+8 10 HL -10/KD -13/-5 -

Rasta raises his elbows for 2 hits. Slightly more damaging than sweep for ending chains. Worth throwing out since it’s safe if it connects late.
Only the second hit knocks down, though hit 1 juggles and it's rare both hits don’t connect.


66HP
RingDest Rasta 66HP.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 5 12 12 HL KD -2 -

Your standard-issue clothesline attack. Use after an irish whip, or throw is out since it's safe.
Despite the active frames, you can't meaty with 66HP. On hit it skips to recovery, so it'll always have the same advantage.


66LK
RingDest Rasta 66LK.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 2 10 11 HL -3 -10 -

Rasta sticks out his leg really far, like 5LK but with reasonable active frames.
Unfortunately this isn’t cancelable, but it can link if you land it meaty.


66HK
RingDest Rasta 66HK.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 5 15 14 L KD -16 -

An awesome slide for your kit. This keeps people guessing on oki when you start running.


Jumping Normals

Diagonal Jump Normals

j.LP
RingDest Rasta jLP.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 3 Until landing - H - - -

An elbow attack that hits solidly in front of you. Makes a great air-to-air and solid jump-in.


j.HP
RingDest Rasta jHP.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 4 8 Until landing H - - -

A down-angled punch with a great hitbox. Really useful against characters with strong anti-air 2HPs like Haggar, and can make a good defensive option. Otherwise, use is limited since you'll be running most of the time.


j.LK
RingDest Rasta jLK.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 3 Until landing - H - - -

A knee attack that has a small hitbox just below Rasta. An effecitve jump-in and crossup.


j.HK
RingDest Rasta jHK.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 5 Until landing - H - - -

A butt drop that crosses up, but is a weaker jump-in from a distance. It's useful over 66j.HK since it allows for rewarding combos.


Neutral Jump Normals

j.8HP
RingDest Rasta jHP.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 5 12 Until landing H - - -

Identical to j.HP, with 1f slower startup and 4 more active frames.


j.8HK
RingDest Rasta j8HK.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 4 Until landing - H - - -

The neutral jump butt has further forward reach and 1f faster startup, so it can be used as an air-to-air.


Running Jump Normals

66j.LP
RingDest Rasta jLP.png
RingDest Rasta 66jLP.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 2 until landing - H - - -

Looks just like j.LP, on hit he goes into a second punch that looks like j.HP. The first hit juggles into the second on air hit.
Good for checking their ability to block, and the second hit generally makes it safe even if they block it early.
On 1st hit, there's a 3f gap before the 2nd hit.


66j.HP
RingDest Rasta 66jHP.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 2 10 Until landing H KD - -

The flying bulldog. A weird move that basically only hits on crossup and has short active frames. You can also juggle into it after 236A.
This move deals great damage like an ST air throw, and it feels just as satisfying to land.


66j.LK
RingDest Rasta 66jLK.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 2 Until landing - H - - -

Another jumping knee attack, this has a smaller hitbox than j.LK and knocks down aerial opponents.
As with a lot of running jump attacks, this can be used as an instant overhead.


66j.HK
RingDest Rasta 66jHK.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 5 Until landing - H KD - -

Flying butt drop that always knocks down, it crosses up easily and stays active until you land.
Welcome to Ring of Destruction, say hello to the mat for me.


Throws and Other

Throws


G | Grab
Damage N/A 1f
File:RingDest Rasta Grab 1.png
5f
File:RingDest Rasta Grab 2.png
9f
RingDest Rasta Grab 3.png
10f
File:RingDest Rasta Grab 4.png
14f
File:RingDest Rasta Grab 5.png
Hit Advantage N/A
Block Advantage Unblockable
Range (from axis) 82 px
Range (from throwable box) 42 px
Start/Active/Recovery Frames 8 1 15

Rasta's grab is average overall. This makes it a little finicky to combo into, for example canceling from n.5HP/2HP.


236G | Running Grab
Damage N/A 1f
File:RingDest Rasta 236G 1.png
7f
RingDest Rasta 236G 2.png
12f
File:RingDest Rasta 236G 3.png
17f
File:RingDest Rasta 236G 4.png
22f
File:RingDest Rasta 236G 5.png
27f
RingDest Rasta 236G 6.png
28f
File:RingDest Rasta Grab 4.png
32f
File:RingDest Rasta Grab 5.png
Hit Advantage N/A
Block Advantage Unblockable
Range (from axis) 64/82 px
Range (from throwable box) 0/42 px
Start/Active/Recovery Frames 6 20 1 21

These are the minimum frames for a running grab -- the 20 frames in the middle will loop for a while when you hold down G.
Running Grab is a good option for Rasta, especially when you've got an active monkey as backup.


G (after Grab, standing opponent) | Backdrop
Damage ?
RingDest Rasta StThrow 1.png

RingDest Rasta StThrow 2.png

RingDest Rasta StThrow 3.png

File:RingDest Rasta StThrow 4.png
Hit Advantage KD
Tech Window (fastest) 11f
Tech Window (slowest) 42f
Side Switch Yes
Start/Active/Recovery Frames 11-42 Throwing Actionable

Your standard throw, which notably side-swaps if you want to corner them at the moment.
Has enough frame advantage for you to use Monkey Help safely.


G (after Grab, crouching opponent) | Face Chew
Damage ?
RingDest Rasta CrThrow 1.png

RingDest Rasta CrThrow 2.png

RingDest Rasta CrThrow 3.png

File:RingDest Rasta CrThrow 4.png
Hit Advantage KD
Tech Window (fastest) 11f
Tech Window (slowest) 42f
Side Switch No
Start/Active/Recovery Frames 11-42 Mashing Actionable

Like holds in SF2, this is your better grab. Unlike that series, holds in RingDest knock down once they end. Mash attack buttons, not grabs.
After the hold ends, Rasta airborne and can put out a normal but this doesn’t seem useful.


[Super] 28G (after Grab) | Hurricane Stomp
Damage ?
RingDest Rasta Super 1.png

RingDest Rasta Super 2.png

RingDest Rasta Super 3.png

File:RingDest Rasta Super 4.png
Hit Advantage KD
Tech Window (fastest) N/A
Tech Window (slowest) N/A
Side Switch No
Start/Active/Recovery Frames 11-42 Throwing Actionable

Just decent damage for a super, but it leaves you with a lot of frame advantage. The normal version has +47 frame advantage, and holding G grants +62 frame advantage.
From here you get to set up all sorts of tricks, like meaty 66HK/66j.HK, Monkey Help, or ambiguous ball crossups.
The actual throw pushes you back during the animation. This puts you nearly full screen normally, close to 3/4 on a cornered opponent, and less than half if you’re cornered.

Movement

Standing Crouching Walk (Forward) Walk (Back) Run Taunt

RingDest Rasta Stand.png

RingDest Rasta Crouch.png

File:RingDest Rasta Walk F.png

File:RingDest Rasta Walk B.png

File:RingDest Rasta Run.png

RingDest Rasta Taunt.png
Rasta's standing hurtbox. Rasta's crouching hurtbox. Higher than standing. Higher than forward walking. Lower than standing. Fast, 43 total frames.


Jump (forward/back)
Images 1f
File:RingDest Rasta Prejump.png
6f
File:RingDest Rasta Jump 1.png
13f
File:RingDest Rasta Jump 2.png
18f
File:RingDest Rasta Jump 3.png
25f
File:RingDest Rasta Jump 2.png
29f
File:RingDest Rasta Jump 1.png
Frames 5 7 5 7 4 14

Rasta's diagonal jump hurtbox.


Jump (neutral)
Images 1f
File:RingDest Rasta Prejump.png
6f
File:RingDest Rasta Jump 1.png
13f
File:RingDest Rasta Jump 2.png
18f
File:RingDest Rasta Jump 3.png
25f
File:RingDest Rasta Jump 2.png
29f
File:RingDest Rasta Jump 1.png
Frames 5 7 5 7 4 15

Lasts 1 frame longer than diagonal jump.


Jump (running)
Images 1f
File:RingDest Rasta Prejump.png
3f
File:RingDest Rasta Jump 1.png
11f
File:RingDest Rasta Jump 2.png
17f
File:RingDest Rasta Jump 3.png
24f
File:RingDest Rasta Jump 2.png
29f
File:RingDest Rasta Jump 1.png
Frames 2 8 6 7 5 5

Running has a faster prejump, too.

Special Moves

236P | Monkey Help
  • (Properties) - Assist, 236LP must be blocked low, 236HP causes a juggle
  • (Description) Two different monkey assists which form a large part of Rasta’s offense. The monkey you call takes a while to get into place, and needs to basically stop in front of your opponent to attack.

If they run around the ring too long looking for that chance, the monkey returns to its corner.

The monkey can also be hit when it starts attacking. You can even hit both it and Rasta!
The animation for calling a monkey is always 56 total frames.

236LP: The rolling monkey. This is what you want to use most of the time. Hits low, so you have hard-to-block or unblockable setups with this. Since the game emphasizes high/low, side, and throw mixups, people respect the low monkey.
Does not juggle, instead ending combos as soon as it hits.

236HP: The jumping monkey. Despite appearances, you can unfortunately block it low. On the plus side, the monkey can jump over low normals to score you a knockdown.
Hit causes a juggle, allowing you to follow up with other specials if you time it right.

46P | Jungle Panic
  • (Description) - Rasta flails his arms and stomps his feet at the opponent. Unfortunately, this is unsafe on hit. It does solid damage and can hit behind Rasta, though, so maybe you can get someone off you like that.

It is possible to extend a combo into monkeys, since Jungle Panic lasts a long time and doesn’t knock down, but that's niche at best.

28P | Wild Tackle
  • (Description) - Rasta’s take on Blanka ball, which travels in a wide arc and bounces you away on hit. This move gets powered up in rage, with 28HP hitting up to 3 times and bouncing on the third hit. It can also cross up after a knockdown, especially ambiguous in the corner.

Your go-to when you want to get out of a bad situation. If it doesn’t hit them, you’ll at least create space for yourself.

28K | Jungle Climb
  • (Description) - A funny move that’s not quite a flash kick. Hits multiple times and knocks down, quick startup and makes you airborne. The light version can be deceptively hard to punish. It isn’t invincible, but it still knocks down on trade.

You can combo into this from 5/2LP and 5LK, but that’s about it.


Strategies

Combos

Terminology

> = next move is a chain or run cancel
>> = next move is a link
xx = next move is a special cancel

Basic Combos

  • n.5LP/2LP > 2LP xx G
A basic chain into grab. You can always go for a super slam, but it's also techable
  • n.5LP/2LP > 2LP xx 2HK/66LP
Ending with sweep is much easier, but 66LP does more damage. Both knock down, which is good.
  • 2LP > 2LP > 2LP > 2HK/66LP
Point blank, you can connect 2LP 3 times. From further out you might get only 1 or 2 before ending.
  • n.5HP/2HP xx G
You can combo hit 2 of n.5HP/2HP into grab even outside of the corner, although it's hard (maybe character-specific?). You can always cancel hit 1, too.

Jump-In Combos

  • j.HK > 2LP xx G
Same as the first combo above, but with a jump-in starter.

Other Combos

  • n.5HP xx 46HP (236A hits) >> 28HK
The holy combo that invents an actual use for 46P. Demonstrated here.


General
FAQ
Controls
HUD
Mechanics
Esoterics
Characters
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The Great Oni
El Stingray
Alexander the Grater
Black Widow
Rip Saber
Jumbo Flapjack
Gunloc
Titanic Tim
Mike Haggar
King Rasta Mon
Victor Ortega
The Wraith
The Scorpion