Ring of Destruction: Slam Masters II/King Rasta Mon: Difference between revisions
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== Attributes == | == Attributes == | ||
Prejump: 5 frames, 2 frames out of run | Prejump: 5 frames, 2 frames out of run | ||
Jump length: 37 frames, 31 frames out of run | Jump length: 37 frames, 31 frames out of run | ||
{| border="1" cellspacing="0" | {| border="1" cellspacing="0" | ||
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| align="center" | <br>[[File:RingDest_Rasta_Stand.png]] || align="center" | <br>[[File:RingDest_Rasta_Crouch.png]] || align="center" | <br>[[File:RingDest_Rasta_Taunt.png]] | | align="center" | <br>[[File:RingDest_Rasta_Stand.png]] || align="center" | <br>[[File:RingDest_Rasta_Crouch.png]] || align="center" | <br>[[File:RingDest_Rasta_Taunt.png]] | ||
|- | |- | ||
| Rasta's standing hurtbox. || Rasta's crouching hurtbox. || Fast, 43 total frames. | | Rasta's standing hurtbox. || Rasta's crouching hurtbox. || Fast, 43 total frames. </br> | ||
|} | |} |
Revision as of 01:47, 2 July 2022
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.
Strengths | Weaknesses |
---|---|
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Attributes
Prejump: 5 frames, 2 frames out of run
Jump length: 37 frames, 31 frames out of run
Standing | Crouching | Taunt |
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Rasta's standing hurtbox. | Rasta's crouching hurtbox. | Fast, 43 total frames. |
Normal Moves
Far Standing Normals
5LP
|
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5HP
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5LK
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5HK
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Near Standing Normals
n.5LP
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n.5HP
|
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n.5LK
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n.5HK
|
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Crouching Normals
2LP
|
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2HP
|
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2LK
|
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2HK
|
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Running Normals
66LP
|
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66HP
|
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66LK
|
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66HK
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Jumping Normals
Diagonal Jump Normals
j.LP
|
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j.HP
|
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j.LK
|
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j.HK
|
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Neutral Jump Normals
j.8HP
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j.8HK
|
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Running Jump Normals
66j.LP
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66j.HP
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66j.LK
|
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66j.HK
|
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Grabs and Throws
Grabs
Grab
G |
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Running Grab
236G/41236G |
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Throws
Backdrop
G (vs standing) |
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Face Chew
G (vs crouching) |
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Hurricane Stomp
28G |
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Special Moves
Monkey Help 236P Rasta call Rasta call Monkey wait Monkey wait Monkey attack Monkey attack
|
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Jungle Panic 46P LP version LP version HP version HP version
|
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Wild Tackle
28P |
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Jungle Climb 28K first hit first hit even hits even hits odd hits odd hits
|
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Strategy
not yet added, oops!
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.