Ring of Destruction: Slam Masters II/King Rasta Mon
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 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.