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

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(Ring of Destruction: Slam Masters II - King Rasta Mon)
 
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| align="center" | Run Cancel || align="center" | No
| align="center" | Run Cancel || align="center" | No
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| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" colspan="2" | 8 || align="center" style="background:#FF0000"| '''3'''|| align="center" colspan="1" | 19
| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" colspan="2" | 8 || align="center" style="background:#FF0000"| '''3'''|| align="center" colspan="2" | 19
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| width="1" colspan="7" style="background:white"|
| width="1" colspan="7" style="background:white"|
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A fast sideways chop with decent range. Good active frames, but unsafe unless you cancel it.  
A fast sideways chop with decent range. Good active frames, but unsafe unless you cancel it.  
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'''Under Construction'''
=== Close Standing Normals ===
=== Crouching Normals ===
=== Running Normals ===
=== Jumping Normals ===
==== Neutral Jump Normals ====
==== Diagonal Jump Normals ====
=== Run-Jumping Normals ===
== Throws and Other ==
=== Throws ===
'''Grab:''' 8 startup, 1 active, 15 recovery.
'''Throw 1 (vs standing):''' Backdrop. Your standard throw. This notably side-swaps if you want to corner them at the moment. 
'''Throw 2 (vs crouching):''' Face Chew. Like holds in SF2, this is your better grab. Unlike in SF2, this knocks down once it ends. Mashable. After the hold ends, Rasta airborne and can put out a normal but this doesn’t seem useful.
'''Super Slam:''' Motion: G, 28G. Hurricane Stomp. Decent damage for a super, but it leaves you with a lot of frame advantage. You can move before they hit the ground after bouncing and start getting up. From here you get to set up all sorts of tricks, like meaty 66HK/66j.HK, Monkey Help, or ambiguous ball crossups.
Rasta super grants 53 frame advantage, and the held super grants 68 frames.
The actual throw pushes you back during the animation. This puts you nearly full screen normally, close to 3/4 screen if on a cornered opponent, and less than half if you’re cornered..
=== Movement ===
'''Standing:''' Filler Text.
'''Crouching:''' Filler Text.
'''Walk (Forward):''' Filler Text.
'''Walk (Back):''' Filler Text.
'''Run:''' Filler Text.
'''Jump (Forward/Back):''' Great jump arc. Very fast and highly obnoxious.
'''Jump (Neutral):''' Great jump arc. Very fast and highly obnoxious.
'''Taunt:'''  43 frames total.
== Special Moves ==
== Strategies ==
== Combos ==
'''Terminology'''
:> = next move is a '''chain''' or '''run cancel'''
:>> = next move is a '''link'''
:xx = next move is a '''special or EX 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
=== Jump-In Combos ===
*j.HK > 2LP xx G
:: Same as above, but with a jump-in starter.
{{Navbox-RingDest}}
[[Category:Ring of Destruction: Slam Masters II]]
[[Category:King Rasta Mon]]

Revision as of 18:43, 1 August 2020

Costume Colors
File:RingDest-Rasta-Select.png
King Rasta Mon/Missing IQ Gomes


Introduction

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

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

Normal Moves

Far Standing Normals


5LP | Far Standing Light Punch
Damage ? 1f
File:Rasta 5LP 1.png
4f
File:Rasta 5LP 2.png
10f
File:Rasta 5LP 3.png
Hit Advantage -1
Block Advantage -4
Chain Cancel Yes
Special Cancel Yes
Run Cancel Yes
Start/Active/Recovery Frames 3 6 9

A fast sideways chop with decent range. Good active frames, but unsafe unless you cancel it. Chain starting on frame 13.


5HP | Far Standing Heavy Punch
Damage ? 1f
File:Rasta 5HP 1.png
3f
File:Rasta 5HP 2.png
9f
File:Rasta 5HP 3.png
12f
File:Rasta 5HP 4.png
24f
File:Rasta 5HP 5.png
Hit Advantage -4
Block Advantage -9
Chain Cancel No
Special Cancel No
Run Cancel No
Start/Active/Recovery Frames 8 3 19

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


5LK | Far Standing Light Kick
Damage ? 1f
File:Rasta 5LK 1.png
5f
File:Rasta 5LK 2.png
6f
File:Rasta 5LK 3.png
Hit Advantage +1
Block Advantage -2
Chain Cancel Yes
Special Cancel Yes
Run Cancel Yes
Start/Active/Recovery Frames 4 1 12

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

Under Construction

Close Standing Normals

Crouching Normals

Running Normals

Jumping Normals

Neutral Jump Normals

Diagonal Jump Normals

Run-Jumping Normals

Throws and Other

Throws

Grab: 8 startup, 1 active, 15 recovery.

Throw 1 (vs standing): Backdrop. Your standard throw. This notably side-swaps if you want to corner them at the moment.

Throw 2 (vs crouching): Face Chew. Like holds in SF2, this is your better grab. Unlike in SF2, this knocks down once it ends. Mashable. After the hold ends, Rasta airborne and can put out a normal but this doesn’t seem useful.

Super Slam: Motion: G, 28G. Hurricane Stomp. Decent damage for a super, but it leaves you with a lot of frame advantage. You can move before they hit the ground after bouncing and start getting up. From here you get to set up all sorts of tricks, like meaty 66HK/66j.HK, Monkey Help, or ambiguous ball crossups.

Rasta super grants 53 frame advantage, and the held super grants 68 frames. The actual throw pushes you back during the animation. This puts you nearly full screen normally, close to 3/4 screen if on a cornered opponent, and less than half if you’re cornered..

Movement

Standing: Filler Text.

Crouching: Filler Text.

Walk (Forward): Filler Text.

Walk (Back): Filler Text.

Run: Filler Text.

Jump (Forward/Back): Great jump arc. Very fast and highly obnoxious.

Jump (Neutral): Great jump arc. Very fast and highly obnoxious.

Taunt: 43 frames total.

Special Moves

Strategies

Combos

Terminology

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

Jump-In Combos

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


General
FAQ
Controls
HUD
Mechanics
Esoterics
Characters
Biff Slamkovich
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