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

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m (→‎Far Standing Normals: Spacing adjusted)
(→‎Near Standing Normals: added near standing normals, cleaned up intro)
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== Introduction ==


== Introduction ==
<blockquote>''Mon, you gots no rhythm and you fight like a girlie.''</blockquote>
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.  
 
What would a capcom 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, 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.
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 236A and 28P.
Monkey assists keep them locked down and can open up big rewards if you time things right.  
Monkey assists keep your opponents locked down and can open up big rewards if you time it right.  


== Normal Moves ==
== Normal Moves ==
Line 33: Line 36:


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.  
Chain starting on frame 13.
Chain starting on frame 13.
|}
|}
Line 80: Line 84:


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 really worth using in combos.
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 really worth using in combos.
Chain starting on frame 13.
 
Chain starting on frame 14.
|}
|}


Line 103: Line 108:
| width="1" colspan="7" style="background:white"|
| width="1" colspan="7" style="background:white"|


A straight kick with great range and active frames. Throw this out sometimes, but be aware that only his upper leg is vulnerable.  
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 as a meaty, but that's better with n.5HK's frame data.
 
You can actually link off this when used as a meaty, but that's better done with n.5HK.
|}
 
=== Near Standing Normals ===
<br>
{| border="1" cellspacing="0" style="background: #f0f0f0"
| colspan="6" style="background:#A9A9A9" | '''n.5LP | Near Standing Light Punch'''
|-
| align="center" style="background:#A9A9A9" | Damage || align="center" style="background:#A9A9A9" | '''?''' || align="center" rowspan="6" | 1f<br>[[File:Rasta_n5LP_1.jpg]] || align="center" rowspan="6" | 3f<br>[[File:Rasta_n5LP_2.jpg]] || align="center" rowspan="6" | 7f<br>[[File:Rasta_n5LP_1.jpg]]
|- style="background:#A9A9A9"
| align="center" | Hit Advantage || align="center" | +6
|- style="background:#A9A9A9"
| align="center" | Block Advantage || align="center" | +3
|- style="background:#A9A9A9"
| align="center" | Chain Cancel || align="center" | Yes
|- style="background:#A9A9A9"
| align="center" | Special Cancel || align="center" | Yes
|- style="background:#A9A9A9"
| align="center" | Run Cancel || align="center" | Yes
|-
| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" | 2 || align="center" style="background:#FF0000"| '''4'''|| align="center" colspan="2" | 7
|-
| width="1" colspan="6" style="background:white"|
 
A Palm strike with fast startup and good active frames. One of your all-around best buttons.
 
Chain starting on frame 7.
|}
|}


=== Close Standing Normals ===


'''Under Construction'''
{| border="1" cellspacing="0" style="background: #f0f0f0"
| colspan="7" style="background:#D3D3D3" | '''n.5HP | Near Standing Heavy Punch'''
|-
| align="center" style="background:#D3D3D3" | Damage || align="center" style="background:#D3D3D3" | '''?/?''' || align="center" rowspan="6" | 1f<br>[[File:Rasta_n5HP_1.jpg]] || align="center" rowspan="6" | 3f<br>[[File:Rasta_n5HP_2.jpg]] || align="center" rowspan="6" | 6f<br>[[File:Rasta_n5HP_3.jpg]] || align="center" rowspan="6" | 14f<br>[[File:Rasta_n5HP_4.jpg]] || align="center" rowspan="6" | 19f<br>[[File:Rasta_n5HP_5.jpg]]
|- style="background:#D3D3D3"
| align="center" | Hit Advantage || align="center" | -4/-1
|- style="background:#D3D3D3"
| align="center" | Block Advantage || align="center" | -10/-6
|- style="background:#D3D3D3"
| align="center" | Chain Cancel || align="center" | No/No
|- style="background:#D3D3D3"
| align="center" | Special Cancel || align="center" | Yes/Yes
|- style="background:#D3D3D3"
| align="center" | Run Cancel || align="center" | No/No
|-
| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" | 2 || align="center" colspan="2" style="background:#FF0000"| '''11'''|| align="center" colspan="2" | 11
|-
| width="1" colspan="7" style="background:white"|
 
Table-flip that hits twice, and shares its animation with 2HP. Cancelable but only combos into grab. You could also go for a crossup with rage 28HP.
|}
 
 
{| border="1" cellspacing="0" style="background: #f0f0f0"
| colspan="7" style="background:#A9A9A9" | '''n.5LK | Near 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_1.jpg]] || align="center" rowspan="6" | 14f<br>[[File:Rasta_5LK_4.jpg]]
|- style="background:#A9A9A9"
| align="center" | Hit Advantage || align="center" | +3
|- style="background:#A9A9A9"
| align="center" | Block Advantage || align="center" | 0
|- style="background:#A9A9A9"
| align="center" | Chain Cancel || align="center" | Yes
|- style="background:#A9A9A9"
| align="center" | Special Cancel || align="center" | Yes
|- style="background:#A9A9A9"
| align="center" | Run Cancel || align="center" | Yes
|-
| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" | 4 || align="center" style="background:#FF0000"| '''1'''|| align="center" colspan="3" | 12
|-
| width="1" colspan="7" style="background:white"|
 
Nearly identical to far 5LK, but has better frame advantage by 2 frames. Still not recommended due to poor damage.
 
Chain starting on frame 14.
|}
 
 
{| border="1" cellspacing="0" style="background: #f0f0f0"
| colspan="7" style="background:#D3D3D3" | '''n.5HK | Near Standing Heavy Kick'''
|-
| align="center" style="background:#D3D3D3" | Damage || align="center" style="background:#D3D3D3" | '''?''' || align="center" rowspan="6" | 1f<br>[[File:Rasta_5HK_1.jpg]] || align="center" rowspan="6" | 5f<br>[[File:Rasta_5HK_2.jpg]] || align="center" rowspan="6" | 7f<br>[[File:Rasta_5HK_3.jpg]] || align="center" rowspan="6" | 13f<br>[[File:Rasta_5HK_4.jpg]] || align="center" rowspan="6" | 17f<br>[[File:Rasta_5HK_1.jpg]]
|- style="background:#D3D3D3"
| align="center" | Hit Advantage || align="center" | +4
|- style="background:#D3D3D3"
| align="center" | Block Advantage || align="center" | -1
|- style="background:#D3D3D3"
| align="center" | Chain Cancel || align="center" | No
|- style="background:#D3D3D3"
| align="center" | Special Cancel || align="center" | No
|- style="background:#D3D3D3"
| align="center" | Run Cancel || align="center" | No
|-
| align="center" colspan="2" |Start/Active/Recovery Frames|| align="center" colspan="2" | 6 || align="center" style="background:#FF0000"| '''6'''|| align="center" colspan="2" | 8
|-
| width="1" colspan="7" style="background:white"|
 
It's 5HK but faster overall, and with better frame advantage to ''boot''.
|}


=== Crouching Normals ===
=== Crouching Normals ===
'''Under Construction'''


=== Running Normals ===
=== Running Normals ===
Line 133: Line 234:
'''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.  
'''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.  
Rasta super slam grants +53 frame advantage, and holding G for super grants +68 frame advantage.  
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..
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 ===
=== Movement ===

Revision as of 12:15, 2 August 2020

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


Introduction

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

What would a capcom 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 236A 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 | 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 1.jpg
14f
File:Rasta 5LK 4.jpg
Hit Advantage +1
Block Advantage -2
Chain Cancel Yes
Special Cancel Yes
Run Cancel Yes
Start/Active/Recovery Frames 4 1 12

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 really worth using in combos.

Chain starting on frame 14.


5HK | Far Standing Heavy Kick
Damage ? 1f
File:Rasta 5HK 1.jpg
6f
File:Rasta 5HK 2.jpg
8f
File:Rasta 5HK 3.jpg
16f
File:Rasta 5HK 4.jpg
21f
File:Rasta 5HK 1.jpg
Hit Advantage +1
Block Advantage -4
Chain Cancel No
Special Cancel No
Run Cancel No
Start/Active/Recovery Frames 7 8 9

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 | Near Standing Light Punch
Damage ? 1f
File:Rasta n5LP 1.jpg
3f
File:Rasta n5LP 2.jpg
7f
File:Rasta n5LP 1.jpg
Hit Advantage +6
Block Advantage +3
Chain Cancel Yes
Special Cancel Yes
Run Cancel Yes
Start/Active/Recovery Frames 2 4 7

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

Chain starting on frame 7.


n.5HP | Near Standing Heavy Punch
Damage ?/? 1f
File:Rasta n5HP 1.jpg
3f
File:Rasta n5HP 2.jpg
6f
File:Rasta n5HP 3.jpg
14f
File:Rasta n5HP 4.jpg
19f
File:Rasta n5HP 5.jpg
Hit Advantage -4/-1
Block Advantage -10/-6
Chain Cancel No/No
Special Cancel Yes/Yes
Run Cancel No/No
Start/Active/Recovery Frames 2 11 11

Table-flip that hits twice, and shares its animation with 2HP. Cancelable but only combos into grab. You could also go for a crossup with rage 28HP.


n.5LK | Near 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 1.jpg
14f
File:Rasta 5LK 4.jpg
Hit Advantage +3
Block Advantage 0
Chain Cancel Yes
Special Cancel Yes
Run Cancel Yes
Start/Active/Recovery Frames 4 1 12

Nearly identical to far 5LK, but has better frame advantage by 2 frames. Still not recommended due to poor damage.

Chain starting on frame 14.


n.5HK | Near Standing Heavy Kick
Damage ? 1f
File:Rasta 5HK 1.jpg
5f
File:Rasta 5HK 2.jpg
7f
File:Rasta 5HK 3.jpg
13f
File:Rasta 5HK 4.jpg
17f
File:Rasta 5HK 1.jpg
Hit Advantage +4
Block Advantage -1
Chain Cancel No
Special Cancel No
Run Cancel No
Start/Active/Recovery Frames 6 6 8

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

Crouching Normals

Under Construction

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 slam grants +53 frame advantage, and holding G for super grants +68 frame advantage. 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
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