Ring of Destruction: Slam Masters II/King Rasta Mon

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King Rasta Mon
Flag jp.png "Missing IQ" Gomes


RingDest Rasta Colors.png

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
  • 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!
  • 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.













Attributes

Prejump: 5 frames, 2 frames out of run
Jump length: 37 frames, 31 frames out of run
Standing Crouching Taunt

RingDest Rasta Stand.png

RingDest Rasta Crouch.png

RingDest Rasta Taunt.png
Rasta's standing hurtbox. Rasta's crouching hurtbox. Fast, 43 total frames.

Normal Moves

Far Standing Normals

5LP
RingDest Rasta 5LP.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 3 6 9 HL -1 -4 S, C, R
  • Chain starting on Frame 13.

A fast sideways chop with decent range. Good active frames, but unsafe unless you cancel it.


5HP
RingDest Rasta 5HP.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 8 3 19 HL -4 -9 -

A downward chop with good range. Average active frames, but it's not cancelable and pretty unsafe.


5LK
RingDest Rasta 5LK.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 4 1 12 HL +1 -2 S, C, R
  • 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.


5HK
RingDest Rasta 5HK.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 7 8 9 HL +1 -4 -

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
RingDest Rasta n5LP.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 2 4 7 HL +6 +3 S, C, R
  • Chain starting on Frame 7.

A palm strike with fast startup and good active frames. One of your all-around best buttons.


n.5HP
RingDest Rasta n5HP 1.png
RingDest Rasta n5HP 2.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 2 3+8 11 HL -4/-1 -9/-6 S

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.


n.5LK
RingDest Rasta 5LK.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 4 1 12 HL +3 0 S, C, R
  • Chain starting on Frame 14.

Has slightly better frame data than its far version, but it's still generally worse than n.5LP.


n.5HK
RingDest Rasta 5HK.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 6 6 8 HL +4 -1 -

It's 5HK but faster overall, and with much better frame advantage to boot.

Crouching Normals

2LP
RingDest Rasta 2LP.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 2 4 7 HL +6 +3 S, C, R
  • 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.


2HP
RingDest Rasta 2HP 1.png
RingDest Rasta 2HP 2.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 2 2+8 19 HL -11/-9 -16/-14 S

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.


2LK
RingDest Rasta 2LK 1.png
RingDest Rasta 2LK 2.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 8 6 8 HL -1 -4 -

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.


2HK
RingDest Rasta 2HK.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 7 8 17 L KD -12 -

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.

Running Normals

66LP
RingDest Rasta 66LP 1.png
RingDest Rasta 66LP 2.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 3 8+8 10 HL -10/KD -13/-5 -

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.


66HP
RingDest Rasta 66HP.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 5 12 12 HL KD -2 -

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.


66LK
RingDest Rasta 66LK.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 2 10 11 HL -3 -10 -

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.


66HK
RingDest Rasta 66HK.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 5 15 14 L KD -16 -

An awesome slide for your kit. This keeps people guessing on oki when you start running.


Jumping Normals

Diagonal Jump Normals

j.LP
RingDest Rasta jLP.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 3 Until landing - H - - -

An elbow attack that hits solidly in front of you. Makes a great air-to-air and solid jump-in.


j.HP
RingDest Rasta jHP.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 4 8 Until landing H - - -

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.


j.LK
RingDest Rasta jLK.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 3 Until landing - H - - -

A knee attack that has a small hitbox just below Rasta. An effecitve jump-in and crossup.


j.HK
RingDest Rasta jHK.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 5 Until landing - H - - -

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.


Neutral Jump Normals

j.8HP
RingDest Rasta jHP.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 5 12 Until landing H - - -

Identical to j.HP, with 1f slower startup and 4 more active frames.


j.8HK
RingDest Rasta j8HK.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 4 Until landing - H - - -

The neutral jump butt has further forward reach and 1f faster startup, so it can be used as an air-to-air.


Running Jump Normals

66j.LP
RingDest Rasta jLP.png
RingDest Rasta 66jLP.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 2 until landing - H - - -

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.


66j.HP
RingDest Rasta 66jHP.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 2 10 Until landing H KD - -

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.


66j.LK
RingDest Rasta 66jLK.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 2 Until landing - 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.


66j.HK
RingDest Rasta 66jHK.png
Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
? 5 Until landing - H KD - -

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.


Grabs and Throws

Grabs

Grab
G
RingDest Rasta Grab.png
Damage Start-up Active Recovery Guard 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.


Running Grab
236G/41236G
RingDest Rasta 236G Walk.png
RingDest Rasta 236G Stop.png
Version Damage Start-up Active Recovery Guard Hit Advantage Block Advantage Cancel
236G - 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.

Throws

Backdrop
G (vs standing)
RingDest Rasta StThrow 1.png
RingDest Rasta StThrow 2.png
Damage Start-up Active Recovery 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.

Face Chew
G (vs crouching)
RingDest Rasta CrThrow 1.png
RingDest Rasta CrThrow 2.png
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.


Hurricane Stomp
28G
RingDest Rasta Super 1.png
RingDest Rasta Super 2.png
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.

Special Moves

Monkey Help
236P
RingDest Rasta 236P.png
Rasta call
Rasta call
RingDest Rasta Monkey Wait.png
Monkey wait
Monkey wait
RingDest Rasta Monkey Attack.png
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 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.


Jungle Panic
46P
RingDest Rasta 46LP 1.png
LP version
LP version
RingDest Rasta 46LP 2.png
RingDest Rasta 46HP 1.png
HP version
HP version
RingDest Rasta 46HP 2.png
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 -
  • Throw invul while active

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
RingDest Rasta 28LP.png
RingDest Rasta 28HP.png
RingDest Rasta 28HP Rage.png
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 -
  • Invul frame 1-4

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 -
  • Invul frame 1-4

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
RingDest Rasta 28K 1.png
first hit
first hit
RingDest Rasta 28K 2.png
even hits
even hits
RingDest Rasta 28K 3.png
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 -
  • Throw invul from frame 1

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

  • 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.


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