Ring of Destruction: Slam Masters II/King Rasta Mon: Difference between revisions
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| colspan="7" style="background:#A9A9A9" | '''5LK | Far Standing Light Kick''' | | colspan="7" style="background:#A9A9A9" | '''5LK | Far Standing Light Kick''' | ||
|- | |- | ||
| align="center" style="background:#A9A9A9" | Damage || align="center" style="background:#A9A9A9" | '''?''' || align="center" rowspan="6" | 1f<br>[[File:Rasta_5LK_1.jpg]] || align="center" rowspan="6" | 5f<br>[[File:Rasta_5LK_2.jpg]] || align="center" rowspan="6" | 6f<br>[[File:Rasta_5LK_3.jpg]] || align="center" rowspan="6" | 10f<br>[[File:Rasta_5LK_4.jpg]] || align="center" rowspan="6" | 14f<br>[[File: | | align="center" style="background:#A9A9A9" | Damage || align="center" style="background:#A9A9A9" | '''?''' || align="center" rowspan="6" | 1f<br>[[File:Rasta_5LK_1.jpg]] || align="center" rowspan="6" | 5f<br>[[File:Rasta_5LK_2.jpg]] || align="center" rowspan="6" | 6f<br>[[File:Rasta_5LK_3.jpg]] || align="center" rowspan="6" | 10f<br>[[File:Rasta_5LK_4.jpg]] || align="center" rowspan="6" | 14f<br>[[File:Rasta_5LK_5.jpg]] | ||
|- style="background:#A9A9A9" | |- style="background:#A9A9A9" | ||
| align="center" | Hit Advantage || align="center" | +1 | | align="center" | Hit Advantage || align="center" | +1 |
Revision as of 20:31, 1 August 2020
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.jpg |
4f File:Rasta 5LP 2.jpg |
10f File:Rasta 5LP 3.jpg | |
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.jpg |
3f File:Rasta 5HP 2.jpg |
9f File:Rasta 5HP 3.jpg |
12f File:Rasta 5HP 4.jpg |
24f File:Rasta 5HP 5.jpg |
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.jpg |
5f File:Rasta 5LK 2.jpg |
6f File:Rasta 5LK 3.jpg |
10f File:Rasta 5LK 4.jpg |
14f File:Rasta 5LK 5.jpg |
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.