You can find me on twitter: @PolarBair_ON
I TO a few games, mainly Dan-Ku-Ga, Cyberbots, and Fighter's History Dynamite.
You can find VODs and other content I upload on my youtube, here.
I also play Samsho 3, Samsho VSp, Ring of Destruction, Breakers Revenge, Double Dragon, and lots more. If it's on Fightcade, I'll give it a try!
I created the Ring of Discord for Ring of Destruction, found here.
Sandbox
Monkey Help 236P Rasta call Rasta call Monkey wait Monkey wait Monkey attack Monkey attack
|
Version
|
Damage
|
Start-up
|
Active
|
Recovery
|
Guard
|
Hit Advantage
|
Block Advantage
|
Cancel
|
236P (Call)
|
-
|
-
|
-
|
50 total
|
-
|
-
|
-
|
-
|
Two different monkey assists which form a large part of Rasta’s offense. You can only call one at a time, and the active monkey needs to basically stop in front of your opponent to attack.
If they run around the ring too long (600f/10 sec) looking for that chance, the monkey gets bored and returns to its corner. An active monkey can be hit during the startup of its attack, and both Rasta and the monkey can be hit.
You can take advantage of the opponent's response to a monkey by attacking at a different angle - jump if you called 236LP, since they can only hit it with low attacks, go for a running grab if they block, etc.
|
236LP (Monkey)
|
-
|
28
|
30
|
47
|
L
|
-
|
-
|
-
|
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.
Does not juggle, instead ending combos as soon as it hits.
|
236HP (Monkey)
|
-
|
23
|
31
|
47
|
LH
|
-
|
-
|
-
|
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.
Hit causes a juggle, allowing you to follow up with other specials if you time it right.
|
|
Character Data
Variant Armor
|
Defense Modifier
|
Guts**
|
Boost Type
|
Boost Count
|
Blodia
|
1.00
|
?
|
Dash
|
2
|
Swordsman
|
0.93
|
?
|
Dash
|
1
|
Riot
|
1.05
|
?
|
Hover
|
*
|
Reptos
|
1.10
|
?
|
Dash
|
2
|
Lightning
|
1.00
|
?
|
Dash
|
1
|
Jackal
|
1.03
|
?
|
Jump
|
4
|
Fordy
|
1.14
|
?
|
Dash
|
3
|
Tarantula
|
1.10
|
?
|
Jump
|
5
|
Killer Bee
|
1.19
|
?
|
Hover
|
*
|
Guldin
|
0.95
|
?
|
Dash
|
1
|
Vise
|
0.88
|
?
|
Dash
|
1
|
Cyclone
|
0.93
|
?
|
Jump
|
3
|
Gaits
|
1.03
|
?
|
Dash
|
3
|
Helion
|
0.93
|
?
|
Hover
|
*
|
Super-8
|
0.95
|
?
|
Jump
|
8
|
Warlock
|
0.93
|
?
|
Hover
|
*
|
* Hover boost gauges last for 5 seconds of sustained flight.
** It appears there is another modifier which alters defense during combos or based on current health. Specifics are unknown.
Special Moves
Full Metal Charge 623L/H test test
|
Version
|
Damage
|
Start-up
|
Active
|
Recovery
|
Guard
|
Level
|
Hit Advantage
|
Block Advantage
|
Cancel
|
623L
|
-
|
initial hit
|
duration attack hits
|
time until you can move
|
high, low, or mid
|
attack level
|
plus on hit
|
minus on block
|
-
|
|
623H
|
-
|
initial hit
|
duration attack hits
|
time until you can move
|
high, low, or mid
|
attack level
|
plus on hit
|
minus on block
|
-
|
|
|