King Rasta Mon
"Missing IQ" Gomes

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.
Strengths |
Weaknesses
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- Movement: Rasta is fast in both his run speed and air speed, helping Rasta to close gaps or run away faster than most characters can. This is especially helpful for setting up his Monkey Help (236P) move.
- Mmmm, Monke: Monkey Help (236P Series) acts as an assist, and both versions hit low, which enables Rasta to set up all sorts of tricks; sandwich cross-ups, unblockable lows, blocked monkey - throw... The sky's the limit!
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- Short Arms: Rasta is a rather stubby jungle-man, and has pretty small throw range compared to most of the roster.
- Lacking Lows: Even though Monkey Help hits low, Rasta himself has very few lows; only 66HK and 2HK, which means he can't get much damage if the opponent stands up during a block string.
- Combo Problems: Most of Rasta's specials are either not friendly for combos/cancels, or net very poor damage. Rasta relies heavily on Monkey Help to do his big damage, and abare hits will net very little in most situations.
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Attributes
Prejump: 5 frames, 2 frames out of run
Jump length: 37 frames, 31 frames out of run
Standing |
Crouching |
Taunt
|
 |
 |
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Rasta's standing hurtbox. |
Rasta's crouching hurtbox. |
Fast, 43 total frames.
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Normal Moves
Far Standing Normals
5LP
|
Damage
|
Start-up
|
Active
|
Recovery
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Guard
|
Hit Advantage
|
Block Advantage
|
Cancel
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?
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3
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6
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9
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HL
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-1
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-4
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S, C, R
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- Chain starting on Frame 13.
A fast sideways chop with decent range. Good active frames, but unsafe unless you cancel it.
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|
5HP
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Damage
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Start-up
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Active
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Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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?
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8
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3
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19
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HL
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-4
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-9
|
-
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A downward chop with good range. Average active frames, but it's not cancelable and pretty unsafe.
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5LK
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Damage
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Start-up
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Active
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Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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?
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4
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1
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12
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HL
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+1
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-2
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S, C, R
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- Chain starting on Frame 14.
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 recommended in combos.
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5HK
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Damage
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Start-up
|
Active
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Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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?
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7
|
8
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9
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HL
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+1
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-4
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-
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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.
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Near Standing Normals
n.5LP
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Damage
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Start-up
|
Active
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Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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?
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2
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4
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7
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HL
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+6
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+3
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S, C, R
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- Chain starting on Frame 7.
A palm strike with fast startup and good active frames. One of your all-around best buttons.
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n.5HP
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Damage
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Start-up
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Active
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Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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?
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2
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3+8
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11
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HL
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-4/-1
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-9/-6
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S
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Table-flip that hits twice, and shares its animation with 2HP. You can cancel into grab or 46P, or go for a crossup with rage 28HP.
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n.5LK
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Damage
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Start-up
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Active
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Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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?
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4
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1
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12
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HL
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+3
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0
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S, C, R
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- Chain starting on Frame 14.
Has slightly better frame data than its far version, but it's still generally worse than n.5LP.
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n.5HK
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Damage
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Start-up
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Active
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Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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?
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6
|
6
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8
|
HL
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+4
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-1
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-
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It's 5HK but faster overall, and with much better frame advantage to boot.
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Crouching Normals
2LP
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Damage
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Start-up
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Active
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Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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?
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2
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4
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7
|
HL
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+6
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+3
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S, C, R
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- Chain starting on Frame 7.
A quick claw at their shins, Rasta's best general purpose normal. Though the hitbox doesn't cover his hand, this is still one of Rasta's longest normals because he leans forward.
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2HP
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Damage
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Start-up
|
Active
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Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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?
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2
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2+8
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19
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HL
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-11/-9
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-16/-14
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S
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Table-flip that hits twice, and shares its animation with n.5HP. You can cancel into grab or 46P, or go for a crossup with rage 28HP.
For whatever reason, 2HP has much worse recovery than n.5HP, so avoid it.
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2LK
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Damage
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Start-up
|
Active
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Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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?
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8
|
6
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8
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HL
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-1
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-4
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-
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An upward kick with strange hitboxes that alternate every frame. Works as a far anti-air, but not useful against grounded opponents since it can't chain or cancel.
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2HK
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Damage
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Start-up
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Active
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Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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?
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7
|
8
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17
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L
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KD
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-12
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-
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A standard sweep and Rasta's longest-reaching normal. Can be used to punish the odd move your jabs can't reach, or to end chains.
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Running Normals
66LP
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Damage
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Start-up
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Active
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Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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?
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3
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8+8
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10
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HL
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-10/KD
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-13/-5
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-
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Rasta raises his elbows for 2 hits. Slightly more damaging than sweep for ending chains. Worth throwing out since it’s safe if it connects late.
Only the second hit knocks down, though hit 1 juggles and it's rare both hits don’t connect.
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66HP
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Damage
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Start-up
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Active
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Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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?
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5
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12
|
12
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HL
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KD
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-2
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-
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Your standard-issue clothesline attack. Use after an irish whip, or throw is out since it's safe.
Despite the active frames, you can't meaty with 66HP. On hit it skips to recovery, so it'll always have the same advantage.
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66LK
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Damage
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Start-up
|
Active
|
Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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?
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2
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10
|
11
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HL
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-3
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-10
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-
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Rasta sticks out his leg really far, like 5LK but with reasonable active frames.
Unfortunately this isn’t cancelable, but it can link if you land it meaty.
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66HK
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Damage
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Start-up
|
Active
|
Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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?
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5
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15
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14
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L
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KD
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-16
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-
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An awesome slide for your kit. This keeps people guessing on oki when you start running.
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Jumping Normals
Diagonal Jump Normals
j.LP
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Damage
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Start-up
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Active
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Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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?
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3
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Until landing
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-
|
H
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-
|
-
|
-
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An elbow attack that hits solidly in front of you. Makes a great air-to-air and solid jump-in.
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j.HP
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Damage
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Start-up
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Active
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Recovery
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Guard
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Hit Advantage
|
Block Advantage
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Cancel
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?
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4
|
8
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Until landing
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H
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-
|
-
|
-
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A down-angled punch with a great hitbox. Really useful against characters with strong anti-air 2HPs like Haggar, and can make a good defensive option. Otherwise, use is limited since you'll be running most of the time.
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j.LK
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Damage
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Start-up
|
Active
|
Recovery
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Guard
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Hit Advantage
|
Block Advantage
|
Cancel
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?
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3
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Until landing
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-
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H
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-
|
-
|
-
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A knee attack that has a small hitbox just below Rasta. An effecitve jump-in and crossup.
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j.HK
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Damage
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Start-up
|
Active
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Recovery
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Guard
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Hit Advantage
|
Block Advantage
|
Cancel
|
?
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5
|
Until landing
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-
|
H
|
-
|
-
|
-
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A butt drop that crosses up, but is a weaker jump-in from a distance. It's useful over 66j.HK since it allows for rewarding combos.
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|
Neutral Jump Normals
j.8HP
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Damage
|
Start-up
|
Active
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Recovery
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Guard
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Hit Advantage
|
Block Advantage
|
Cancel
|
?
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5
|
12
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Until landing
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H
|
-
|
-
|
-
|
Identical to j.HP, with 1f slower startup and 4 more active frames.
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|
j.8HK
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Damage
|
Start-up
|
Active
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Recovery
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Guard
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Hit Advantage
|
Block Advantage
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Cancel
|
?
|
4
|
Until landing
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-
|
H
|
-
|
-
|
-
|
The neutral jump butt has further forward reach and 1f faster startup, so it can be used as an air-to-air.
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Running Jump Normals
66j.LP
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Damage
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Start-up
|
Active
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Recovery
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Guard
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Hit Advantage
|
Block Advantage
|
Cancel
|
?
|
2
|
until landing
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-
|
H
|
-
|
-
|
-
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Looks just like j.LP, on hit he goes into a second punch that looks like j.HP. The first hit juggles into the second on air hit.
Good for checking their ability to block, and the second hit generally makes it safe even if they block it early.
On 1st hit, there's a 3f gap before the 2nd hit.
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|
66j.HP
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Damage
|
Start-up
|
Active
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Recovery
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Guard
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Hit Advantage
|
Block Advantage
|
Cancel
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?
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2
|
10
|
Until landing
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H
|
KD
|
-
|
-
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The flying bulldog. A weird move that basically only hits on crossup and has short active frames. You can also juggle into it after 236A.
This move deals great damage like an ST air throw, and it feels just as satisfying to land.
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66j.LK
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Damage
|
Start-up
|
Active
|
Recovery
|
Guard
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Hit Advantage
|
Block Advantage
|
Cancel
|
?
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2
|
Until landing
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-
|
H
|
-
|
-
|
-
|
Another jumping knee attack, this has a smaller hitbox than j.LK and knocks down aerial opponents.
As with a lot of running jump attacks, this can be used as an instant overhead.
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|
66j.HK
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Damage
|
Start-up
|
Active
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Recovery
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Guard
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Hit Advantage
|
Block Advantage
|
Cancel
|
?
|
5
|
Until landing
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-
|
H
|
KD
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-
|
-
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Flying butt drop that always knocks down, it crosses up easily and stays active until you land.
Welcome to Ring of Destruction, say hello to the mat for me.
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Grabs and Throws
Grabs
Grab G
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Damage
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Start-up
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Active
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Recovery
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Guard
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Hit Advantage
|
Block Advantage
|
Cancel
|
-
|
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.
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Running Grab 236G/41236G
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Version
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Damage
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Start-up
|
Active
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Recovery
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Guard
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Hit Advantage
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Block Advantage
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Cancel
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236G
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-
|
6
|
20/1
|
21
|
-
|
-
|
-
|
-
|
41236G
|
-
|
8
|
40/1
|
29
|
-
|
-
|
-
|
-
|
Running Grab is a good option for Rasta, especially when you've got an active monkey as backup. Notably, 236G has the least startup of his grabs.
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Throws
Backdrop G (vs standing)
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Damage
|
Start-up
|
Active
|
Recovery
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Guard
|
Hit Advantage
|
Block Advantage
|
Cancel
|
?
|
11~42
|
-
|
-
|
-
|
-
|
-
|
-
|
Your standard throw, which notably side-swaps if you want to corner them at the moment.
Has enough frame advantage for you to use Monkey Help safely.
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|
Face Chew G (vs crouching)
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Damage
|
Start-up
|
Active
|
Recovery
|
Guard
|
Hit Advantage
|
Block Advantage
|
Cancel
|
?
|
11~42
|
-
|
-
|
-
|
-
|
-
|
-
|
Like holds in SF2, this is your better grab, but it still knocks down. Mash attack buttons, not grab.
After the hold ends, Rasta can put out a jump normal but this isn't useful.
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|
Hurricane Stomp 28G
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Damage
|
Start-up
|
Active
|
Recovery
|
Guard
|
Hit Advantage
|
Block Advantage
|
Cancel
|
?
|
11~42*
|
-
|
-
|
-
|
-
|
-
|
-
|
Just decent damage for a super, but it leaves you with a lot of frame advantage. The normal version has +47 frames, and holding G grants +62 frames.
From here you get to set up all sorts of tricks, like meaty 66HK/66j.HK, Monkey Help, or ambiguous ball crossups.
The actual throw pushes you back during the animation. This puts you nearly full screen normally, close to 3/4 on a cornered opponent, and less than half if you’re cornered.
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|
Special Moves
Monkey Help 236P Rasta call Rasta call Monkey wait Monkey wait Monkey attack Monkey attack
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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.
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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.
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236HP (Monkey)
|
-
|
23
|
31
|
47
|
HL
|
-
|
-
|
-
|
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.
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|
Jungle Panic 46P LP version LP version HP version HP version
|
Version
|
Damage
|
Start-up
|
Active
|
Recovery
|
Guard
|
Hit Advantage
|
Block Advantage
|
Cancel
|
46LP
|
-
|
4
|
2+2 [loops 6 times] 2+3
|
19
|
HL
|
-4
|
-11
|
-
|
46HP
|
-
|
5
|
1+2+1 [loops 4 times] 1+2
|
22
|
HL
|
-6
|
-13
|
-
|
Rasta flails his arms and stomps his feet at the opponent. Unfortunately, this is unsafe on hit and usually worse than listed, since all the hits don't combo. It does solid damage and can hit behind Rasta, though, so maybe you can use it as a get-off-me tool that knocks down air opponents.
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.
|
|
Wild Tackle 28P
|
Version
|
Damage
|
Start-up
|
Active
|
Recovery
|
Guard
|
Hit Advantage
|
Block Advantage
|
Cancel
|
28LP
|
-
|
6
|
31
|
15 (whiff) 20+ (hit)
|
HL
|
+1
|
-10
|
-
|
28HP
|
-
|
6
|
31
|
17 (whiff) 30+ (hit)
|
HL
|
-9
|
-20
|
-
|
Rasta’s take on Blanka ball, which travels in a wide arc and bounces you away on hit. It can also cross up after a knockdown, especially ambiguous in the corner.
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.
The HP version has a slightly better hitbox, but can be unsafe on hit.
|
28HP (Rage)
|
-
|
6
|
31
|
17 (whiff) 25+ (hit)
|
HL
|
-4
|
-15
|
-
|
This move gets powered up in Rage, hitting up to 3 times and bouncing on the third hit. As such, its frame data varies but it's generally unsafe if all 3 hits are blocked, and safe if only 1-2 connect. It makes up for this by being a nightmare to block on oki.
|
|
Jungle Climb 28K first hit first hit even hits even hits odd hits odd hits
|
Version
|
Damage
|
Start-up
|
Active
|
Recovery
|
Guard
|
Hit Advantage
|
Block Advantage
|
Cancel
|
28LK
|
?
|
3
|
2+5+3+5+5
|
25
|
HL
|
KD
|
-22
|
-
|
28HK
|
?
|
4
|
2+5+3+5+3+5+5
|
26
|
HL
|
KD
|
-31
|
-
|
A funny move that’s not quite a flash kick. Hits multiple times and knocks down, quick startup and makes you airborne. The light version can be deceptively hard to punish. It isn’t invincible, but it still knocks down on trade.
You can combo into this from 5/2LP and 5LK, but that’s about it.
Block advantage based on 4th hit, others usually whiff. This isn't as safe as it seems, they can dash up and punish.
|
|
Strategy
not yet added, oops!
Combos
Terminology
- > = next move is a chain or run cancel
- >> = next move is a link
- xx = next move is a special cancel
Basic Combos
- 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.
- 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
- 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.