Ring of Destruction: Slam Masters II/King Rasta Mon: Difference between revisions
Jump to navigation
Jump to search
m (changed width adjective on procontable, to avoid later migraines) |
m (→Special Moves) |
||
(9 intermediate revisions by 2 users not shown) | |||
Line 5: | Line 5: | ||
<br>[[File:Flag_jp.png | 20px]] <small>"Missing IQ" Gomes'''</small> | <br>[[File:Flag_jp.png | 20px]] <small>"Missing IQ" Gomes'''</small> | ||
</font></br> | </font></br> | ||
<br><center>[[File:RingDest Rasta Colors.png | | <br><center>[[File:RingDest Rasta Colors.png | 215px]]</center></br> | ||
</center>|frame|right]]</span> | </center>|frame|right]]</span> | ||
<!-- End of portrait code --> | <!-- End of portrait code --> | ||
Line 22: | Line 22: | ||
{{ProConTable | width=50 | {{ProConTable | width=50 | ||
|pros= | |pros= | ||
*''' | *'''Movement''': Rasta is fast in both his run speed and air speed, helping Rasta to close gaps or run away faster than most characters can. This is especially helpful for setting up his Monkey Help (236P) move. | ||
*''' | *'''Mmmm, Monke''': Monkey Help (236P Series) acts as an assist, and both versions hit low, which enables Rasta to set up all sorts of tricks; sandwich cross-ups, unblockable lows, blocked monkey - throw... The sky's the limit! | ||
|cons= | |cons= | ||
*''' | *'''Short Arms''': Rasta is a rather stubby jungle-man, and has pretty small throw range compared to most of the roster. | ||
*''' | *'''Lacking Lows''': Even though Monkey Help hits low, Rasta himself has very few lows; only 66HK and 2HK, which means he can't get much damage if the opponent stands up during a block string. | ||
*''' | *'''Combo Problems''': Most of Rasta's specials are either not friendly for combos/cancels, or net very poor damage. Rasta relies heavily on Monkey Help to do his big damage, and abare hits will net very little in most situations. | ||
}} | }} | ||
== 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" | ||
Line 44: | Line 65: | ||
| 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> | ||
|} | |} | ||
Line 151: | Line 172: | ||
|cancel=S, C, R | |cancel=S, C, R | ||
|description=*Chain starting on Frame 7. | |description=*Chain starting on Frame 7. | ||
A | A palm strike with fast startup and good active frames. One of your all-around best buttons. | ||
}} | }} | ||
}} | }} | ||
Line 193: | Line 214: | ||
|cancel=S, C, R | |cancel=S, C, R | ||
|description=*Chain starting on Frame 14. | |description=*Chain starting on Frame 14. | ||
Has slightly better frame data than its far version, but it's still generally worse than n.5LP. | |||
}} | }} | ||
}} | }} | ||
Line 728: | Line 749: | ||
== Special Moves == | == Special Moves == | ||
{{MoveData | |||
|image=RingDest_Rasta_236P.png | |||
|imageSize=135px | |||
|image2=RingDest_Rasta_Monkey_Wait.png | |||
|imageSize2=70px | |||
|image3=RingDest_Rasta_Monkey_Attack.png | |||
|imageSize3=70px | |||
|caption=Rasta call | |||
|caption2=Monkey wait | |||
|caption3=Monkey attack | |||
|name=Monkey Help | |||
|input=236P | |||
|data= | |||
{{AttackData-RingDest | |||
|version=236P (Call) | |||
|damage= | |||
|startup= | |||
|active= | |||
|recovery=50 total | |||
|guard= | |||
|hitAdv= | |||
|blockAdv= | |||
|cancel= | |||
|description=Two different monkey assists which form a large part of Rasta’s offense. You can only call one at a time, and the active monkey needs to basically stop in front of your opponent to attack. If they run around the ring too long (600f/10 sec) looking for that chance, the monkey gets bored and returns to its corner.<br> | |||
An active monkey can be hit during the startup of its attack, and both Rasta and the monkey can be hit. You can take advantage of the opponent's response to a monkey by attacking at a different angle - jump if you called 236LP, since they can only hit it with low attacks, go for a running grab if they block, etc.<br> | |||
}} | |||
{{AttackData-RingDest | |||
|version=236LP (Monkey) | |||
|header=no | |||
|damage= | |||
|startup=28 | |||
|active=30 | |||
|recovery=47 | |||
|guard=L | |||
|hitAdv= | |||
|blockAdv= | |||
|cancel= | |||
|description=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.<br> | |||
Does not juggle, instead ending combos as soon as it hits. | |||
}} | |||
{{AttackData-RingDest | |||
|version=236HP (Monkey) | |||
|header=no | |||
|damage= | |||
|startup=23 | |||
|active=31 | |||
|recovery=47 | |||
|guard=HL | |||
|hitAdv= | |||
|blockAdv= | |||
|cancel= | |||
|description=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.<br> | |||
Hit causes a juggle, allowing you to follow up with other specials if you time it right. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=RingDest_Rasta_46LP_1.png | |||
|image2=RingDest_Rasta_46LP_2.png | |||
|image3=RingDest_Rasta_46HP_1.png | |||
|image4=RingDest_Rasta_46HP_2.png | |||
|caption=LP version | |||
|caption3=HP version | |||
|name=Jungle Panic | |||
|input=46P | |||
|data= | |||
{{AttackData-RingDest | |||
|version=46LP | |||
|damage= | |||
|startup=4 | |||
|active=2+2 [loops 6 times] 2+3 | |||
|recovery=19 | |||
|guard=HL | |||
|hitAdv=-4 | |||
|blockAdv=-11 | |||
|cancel= | |||
|description= | |||
}} | |||
{{AttackData-RingDest | |||
|version=46HP | |||
|header=no | |||
|damage= | |||
|startup=5 | |||
|active=1+2+1 [loops 4 times] 1+2 | |||
|recovery=22 | |||
|guard=HL | |||
|hitAdv=-6 | |||
|blockAdv=-13 | |||
|cancel= | |||
|description=*Throw invul while active | |||
Rasta flails his arms and stomps his feet at the opponent. Unfortunately, this is unsafe on hit and usually worse than listed, since all the hits don't combo. It does solid damage and can hit behind Rasta, though, so maybe you can use it as a get-off-me tool that knocks down air opponents.<br> | |||
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.<br> | |||
}} | |||
}} | |||
{{MoveData | |||
|image=RingDest_Rasta_28LP.png | |||
|image2=RingDest_Rasta_28HP.png | |||
|image3=RingDest_Rasta_28HP_Rage.png | |||
|caption= | |||
|name=Wild Tackle | |||
|input=28P | |||
|data= | |||
{{AttackData-RingDest | |||
|version=28LP | |||
|damage= | |||
|startup=6 | |||
|active=31 | |||
|recovery=15 (whiff) 20+ (hit) | |||
|guard=HL | |||
|hitAdv=+1 | |||
|blockAdv=-10 | |||
|cancel= | |||
|description= | |||
}} | |||
{{AttackData-RingDest | |||
|version=28HP | |||
|header=no | |||
|damage= | |||
|startup=6 | |||
|active=31 | |||
|recovery=17 (whiff) 30+ (hit) | |||
|guard=HL | |||
|hitAdv=-9 | |||
|blockAdv=-20 | |||
|cancel= | |||
|description=*Invul frame 1-4 | |||
Rasta’s take on Blanka ball, which travels in a wide arc and bounces you away on hit. It can also cross up after a knockdown, especially ambiguous in the corner.<br> | |||
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.<br> | |||
The HP version has a slightly better hitbox, but can be unsafe on hit. | |||
}} | |||
{{AttackData-RingDest | |||
|version=28HP (Rage) | |||
|header=no | |||
|damage= | |||
|startup=6 | |||
|active=31 | |||
|recovery=17 (whiff) 25+ (hit) | |||
|guard=HL | |||
|hitAdv=-4 | |||
|blockAdv=-15 | |||
|cancel= | |||
|description=*Invul frame 1-4 | |||
This move gets powered up in Rage, hitting up to 3 times and bouncing on the third hit. As such, its frame data varies but it's generally unsafe if all 3 hits are blocked, and safe if only 1-2 connect. It makes up for this by being a nightmare to block on oki. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=RingDest_Rasta_28K_1.png | |||
|image2=RingDest_Rasta_28K_2.png | |||
|image3=RingDest_Rasta_28K_3.png | |||
|caption=first hit | |||
|caption2=even hits | |||
|caption3=odd hits | |||
|name=Jungle Climb | |||
|input=28K | |||
|data= | |||
{{AttackData-RingDest | |||
|version=28LK | |||
|damage=? | |||
|startup=3 | |||
|active=2+5+3+5+5 | |||
|recovery=25 | |||
|guard=HL | |||
|hitAdv=KD | |||
|blockAdv=-22 | |||
|cancel= | |||
|description= | |||
}} | |||
{{AttackData-RingDest | |||
|version=28HK | |||
|header=no | |||
|damage=? | |||
|startup=4 | |||
|active=2+5+3+5+3+5+5 | |||
|recovery=26 | |||
|guard=HL | |||
|hitAdv=KD | |||
|blockAdv=-31 | |||
|cancel= | |||
|description=*Throw invul from frame 1 | |||
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.<br> | |||
You can combo into this from 5/2LP and 5LK, but that’s about it.<br> | |||
Block advantage based on 4th hit, others usually whiff. This isn't as safe as it seems, they can dash up and punish. | |||
}} | |||
}} | |||
== Strategy == | == Strategy == |
Latest revision as of 17:05, 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 |
---|---|
|
|
Attributes
Prejump: 5 frames, 2 frames out of run
Jump length: 37 frames, 31 frames out of run
Standing | Crouching | Taunt |
![]() |
![]() |
![]() |
Rasta's standing hurtbox. | Rasta's crouching hurtbox. | Fast, 43 total frames. |
Normal Moves
Far Standing Normals
5LP
|
---|
5HP
|
---|
5LK
|
---|
5HK
|
---|
Near Standing Normals
n.5LP
|
---|
n.5HP
|
---|
n.5LK
|
---|
n.5HK
|
---|
Crouching Normals
2LP
|
---|
2HP
|
---|
2LK
|
---|
2HK
|
---|
Running Normals
66LP
|
---|
66HP
|
---|
66LK
|
---|
66HK
|
---|
Jumping Normals
Diagonal Jump Normals
j.LP
|
---|
j.HP
|
---|
j.LK
|
---|
j.HK
|
---|
Neutral Jump Normals
j.8HP
|
---|
j.8HK
|
---|
Running Jump Normals
66j.LP
|
---|
66j.HP
|
---|
66j.LK
|
---|
66j.HK
|
---|
Grabs and Throws
Grabs
Grab
G |
---|
Running Grab
236G/41236G |
---|
Throws
Backdrop
G (vs standing) |
---|
Face Chew
G (vs crouching) |
---|
Hurricane Stomp
28G |
---|
Special Moves
Monkey Help 236P Rasta call Rasta call Monkey wait Monkey wait Monkey attack Monkey attack
|
---|
Jungle Panic 46P LP version LP version HP version HP version
|
---|
Wild Tackle
28P |
---|
Jungle Climb 28K first hit first hit even hits even hits odd hits odd hits
|
---|
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.