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 236LP 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
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5HP
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5LK
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5HK
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Near Standing Normals
n.5LP
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n.5HP
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n.5LK
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n.5HK
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Crouching Normals
2LP
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2HP
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2LK
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2HK
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Running Normals
66LP
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66HP
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66LK
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66HK
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Jumping Normals
Diagonal Jump Normals
j.LP
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j.HP
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j.LK
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j.HK
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Neutral Jump Normals
j.8HP
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j.8HK
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Running Jump Normals
66j.LP
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66j.HP
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66j.LK
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66j.HK
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Throws and Other
Throws
G | Grab | |||||||
Damage | N/A | 1f File:RingDest Rasta Grab 1.png |
5f File:RingDest Rasta Grab 2.png |
9f |
10f File:RingDest Rasta Grab 4.png |
14f File:RingDest Rasta Grab 5.png | |
Hit Advantage | N/A | ||||||
Block Advantage | Unblockable | ||||||
Range (from axis) | 82 px | ||||||
Range (from throwable box) | 42 px | ||||||
Start/Active/Recovery Frames | 8 | 1 | 15 | ||||
Rasta's grab is average overall. This makes it a little finicky to combo into, for example canceling from n.5HP/2HP. |
236G | Running Grab | ||||||||||
Damage | N/A | 1f File:RingDest Rasta 236G 1.png |
7f |
12f File:RingDest Rasta 236G 3.png |
17f File:RingDest Rasta 236G 4.png |
22f File:RingDest Rasta 236G 5.png |
27f |
28f File:RingDest Rasta Grab 4.png |
32f File:RingDest Rasta Grab 5.png | |
Hit Advantage | N/A | |||||||||
Block Advantage | Unblockable | |||||||||
Range (from axis) | 64/82 px | |||||||||
Range (from throwable box) | 0/42 px | |||||||||
Start/Active/Recovery Frames | 6 | 20 | 1 | 21 | ||||||
These are the minimum frames for a running grab -- the 20 frames in the middle will loop for a while when you hold down G. |
G (after Grab, standing opponent) | Backdrop | ||||||
Damage | ? | File:RingDest Rasta StThrow 4.png | ||||
Hit Advantage | KD | |||||
Tech Window (fastest) | 11f | |||||
Tech Window (slowest) | 42f | |||||
Side Switch | Yes | |||||
Start/Active/Recovery Frames | 11-42 | Throwing | Actionable | |||
Your standard throw, which notably side-swaps if you want to corner them at the moment. |
G (after Grab, crouching opponent) | Face Chew | ||||||
Damage | ? | File:RingDest Rasta CrThrow 4.png | ||||
Hit Advantage | KD | |||||
Tech Window (fastest) | 11f | |||||
Tech Window (slowest) | 42f | |||||
Side Switch | No | |||||
Start/Active/Recovery Frames | 11-42 | Mashing | Actionable | |||
Like holds in SF2, this is your better grab. Unlike that series, holds in RingDest knock down once they end. Mash attack buttons, not grabs. |
[Super] 28G (after Grab) | Hurricane Stomp | ||||||
Damage | ? | File:RingDest Rasta Super 4.png | ||||
Hit Advantage | KD | |||||
Tech Window (fastest) | N/A | |||||
Tech Window (slowest) | N/A | |||||
Side Switch | No | |||||
Start/Active/Recovery Frames | 11-42 | Throwing | Actionable | |||
Just decent damage for a super, but it leaves you with a lot of frame advantage. The normal version has +47 frame advantage, and holding G grants +62 frame advantage. |
Movement
Standing | Crouching | Walk (Forward) | Walk (Back) | Run | Taunt |
File:RingDest Rasta Walk F.png |
File:RingDest Rasta Walk B.png |
File:RingDest Rasta Run.png |
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Rasta's standing hurtbox. | Rasta's crouching hurtbox. | Higher than standing. | Higher than forward walking. | Lower than standing. | Fast, 43 total frames. |
Jump (forward/back) | |||||||
Images | 1f File:RingDest Rasta Prejump.png |
6f File:RingDest Rasta Jump 1.png |
13f File:RingDest Rasta Jump 2.png |
18f File:RingDest Rasta Jump 3.png |
25f File:RingDest Rasta Jump 2.png |
29f File:RingDest Rasta Jump 1.png | |
Frames | 5 | 7 | 5 | 7 | 4 | 14 | |
Rasta's diagonal jump hurtbox. |
Jump (neutral) | |||||||
Images | 1f File:RingDest Rasta Prejump.png |
6f File:RingDest Rasta Jump 1.png |
13f File:RingDest Rasta Jump 2.png |
18f File:RingDest Rasta Jump 3.png |
25f File:RingDest Rasta Jump 2.png |
29f File:RingDest Rasta Jump 1.png | |
Frames | 5 | 7 | 5 | 7 | 4 | 15 | |
Lasts 1 frame longer than diagonal jump. |
Jump (running) | |||||||
Images | 1f File:RingDest Rasta Prejump.png |
3f File:RingDest Rasta Jump 1.png |
11f File:RingDest Rasta Jump 2.png |
17f File:RingDest Rasta Jump 3.png |
24f File:RingDest Rasta Jump 2.png |
29f File:RingDest Rasta Jump 1.png | |
Frames | 2 | 8 | 6 | 7 | 5 | 5 | |
Running has a faster prejump, too. |
Special Moves
236P | Monkey Help
If they run around the ring too long looking for that chance, the monkey returns to its corner. The monkey can also be hit when it starts attacking. You can even hit both it and Rasta! 236LP: The rolling monkey. This is what you want to use most of the time. Hits low, so you have hard-to-block or unblockable setups with this. Since the game emphasizes high/low, side, and throw mixups, people respect the low monkey. 236HP: The jumping monkey. Despite appearances, you can unfortunately block it low. On the plus side, the monkey can jump over low normals to score you a knockdown. |
46P | Jungle Panic
It is possible to extend a combo into monkeys, since Jungle Panic lasts a long time and doesn’t knock down, but that's niche at best. |
28P | Wild Tackle
Your go-to when you want to get out of a bad situation. If it doesn’t hit them, you’ll at least create space for yourself. |
28K | Jungle Climb
You can combo into this from 5/2LP and 5LK, but that’s about it. |
Strategies
Combos
Terminology
- > = next move is a chain or run cancel
- >> = next move is a link
- xx = next move is a special 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
- n.5LP/2LP > 2LP xx 2HK/66LP
- Ending with sweep is much easier, but 66LP does more damage. Both knock down, which is good.
- 2LP > 2LP > 2LP > 2HK/66LP
- Point blank, you can connect 2LP 3 times. From further out you might get only 1 or 2 before ending.
- n.5HP/2HP xx G
- You can combo hit 2 of n.5HP/2HP into grab even outside of the corner, although it's hard (maybe character-specific?). You can always cancel hit 1, too.
Jump-In Combos
- j.HK > 2LP xx G
- Same as the first combo above, but with a jump-in starter.
Other Combos
- n.5HP xx 46HP (236A hits) >> 28HK
- The holy combo that invents an actual use for 46P. Demonstrated here.