Ring of Destruction: Slam Masters II/King Rasta Mon

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< Ring of Destruction: Slam Masters II
Revision as of 21:15, 1 August 2020 by PolarBair (talk | contribs) (Finished Far Standing Normals)
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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.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 13.

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 only his upper leg is vulnerable. You can actually link off this as a meaty, but that's better with n.5HK's frame data.

Close Standing Normals

Under Construction

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