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Ring of Destruction: Slam Masters II/King Rasta Mon
- 1 Introduction
- 2 Normal Moves
- 3 Throws and Other
- 4 Special Moves
- 5 Strategies
- 6 Combos
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.
Far Standing Normals
Near Standing Normals
|n.5HK | Near Standing Heavy Kick|
It's 5HK but faster overall, and with better frame advantage to boot.
Diagonal Jump Normals
| j.LP | Jumping Light Punch
| j.HP | Neutral Jumping Heavy Punch
| j.LK | Neutral Jumping Light Kick
| j.HK | Jumping Heavy Kick
Neutral Jump Normals
| j.8LP | Neutral Jumping Light Punch
| j.8HP | Neutral Jumping Heavy Punch
| j.8LK | Neutral Jumping Light Kick
| j.8HK | Neutral Jumping Heavy Kick
Running Jump Normals
| 66j.LP | Running Jump Light Punch
Both hits juggle aerial opponents, knocking down. Otherwise, it won't knock down.
| 66j.HP | Running Jump Heavy Punch
Deals great damage sort of like an ST air throw, and it feels just as satisfying.
| 66j.LK | Running Jump Light Kick
| 66j.HK | Running Jump Heavy Kick
Welcome to Slam Masters 2, say hello to the mat for me.
Throws and Other
| G | Grab
| G (after grab, standing opponent) | Backdrop
| G (after grab, crouching opponent) | Face Chew
After the hold ends, Rasta airborne and can put out a normal but this doesn’t seem useful.
| 28G (after grab) | Hurricane Stomp
From here you get to set up all sorts of tricks, like meaty 66HK/66j.HK, Monkey Help, or ambiguous ball crossups.
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.
| 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.
- > = next move is a chain or run cancel
- >> = next move is a link
- xx = next move is a special cancel
- 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.
- j.HK > 2LP xx G
- Same as the first combo above, but with a jump-in starter.
- n.5HP xx 46HP (236A hits) >> 28HK
- The holy combo that invents an actual use for 46P. Demonstrated here.