World Heroes Perfect/Rasputin: Difference between revisions

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=Frame Data=
=Frame Data=
Standing LP: 6f, +7 on standing block, +8 on crouch block, +2 on standing hit, +1 on crouching hit
Standing MP: 8f, -11 on standing block, -10 on crouch block, -3 on standing hit, -2 on crouching hit
Standing HP: 10f, -8 on standing block, -7 on crouch block, +0 on standing hit, will not hit
crouchers
Standing LK: 4f, +9 on standing block, +10 on crouch block, +9 on standing hit, +8 on crouching hit
Standing MK: 7f, +1 on standing block, +2 on crouch block, +1 on standing hit, +2 on crouching hit
Standing HK: 9f, -8 on standing block, -6 on crouch block
Far f/b+HP: 11-12f, -10 on standing block, -8 on crouch block, -5 on standing hit, -4 on crouching
hit
Close f/b+HP: 6f, -6 on standing block, -4 on crouch block, +2 on standing hit, +0 on crouching hit
Far f/b+LK: 4f, +5 on standing block, +6 on crouch block, +5 on standing hit, +7 on crouching hit
Close f/b+LK: 4f, +3 on standing block, +4 on crouch block, +3 on standing hit, +2 on crouching hit
Crouching LP: 5f, +7 on standing block, +8 on crouch block, +7 on standing hit, +6 on crouching hit
Crouching MP: 5f, -1 on standing block, +0 on crouch block, +2 on standing hit, +0 on crouching hit
Crouching HP: 6f, +3 on standing hit, +4 on crouching hit
Crouching LK: 5f, +1 on block, +0 on standing hit, -1 on crouching hit
Crouching MK: 8f, -1 on block, +1 on standing hit, -1 on crouching hit
Crouching HK: 7-15f, -5 on block
Jumping LP: 6f
Jumping MP: 9f
Jumping HP: 11f
Jumping LK: 5f
Jumping MK: 5f
Jumping HK: 4f
Dashing LP: 6f, +1 on standing block, +2 on crouch block, +1 on standing hit, +0 on crouching hit
Dashing MP: 8f, -3 on standing block, -2 on crouch block, -3 on standing hit, -2 on crouching hit
Dashing HP: 6f, -7 on standing block, -5 on crouch block, +1 on standing hit, -1 on crouching hit
Dashing LK: 4f, +1 on standing block, +2 on crouch block, +1 on standing hit, +3 on crouching hit
Dashing MK: 7f, +1 on standing block, +2 on crouch block, +1 on standing hit, +2 on crouching hit
Dashing HK: 9f, -8 on standing block, -6 on crouch block
Dashing d+LP: 5f, +5 on standing block, +6 on crouch block, +5 on standing hit, +4 on crouching hit
Dashing d+MP: 5f, -1 on standing block, +0 on crouch block, +2 on standing hit, +0 on crouching hit
Dashing d+HP: 6f, +3 on standing hit, +4 on crouching hit
Dashing d+LK: 5f, +1 on block, +0 on standing hit, -1 on crouching hit
Dashing d+MK: 8f, -1 on block, +1 on standing hit, -1 on crouching hit
Dashing d+HK: 7-15f, -5 on block
ABC: 13f, -14 on standing block, -12 on crouch block
qcb+LK: 8f, -2 on standing block, -1 on crouch block
qcb+MK: 10f, -5 on standing block, -4 on crouch block
qcb+HK: 12f, -7 on standing block, -6 on crouch block
qcb+LK in air: 5f, +0 on standing block, +1 on crouch block, +6 on standing hit, +5 on crouching hit
qcb+MK in air: 6f, +0 on standing block, +1 on crouch block, +6 on standing hit, +5 on crouching hit
qcb+HK in air: 7f, +0 on standing block, +1 on crouch block, +6 on standing hit, +5 on crouching hit
qcb+LP: 25f, -7 or better on standing block, -6 or better on crouch block, +18 or better on hit
qcb+MP: 28f, -7 or better on standing block, -6 or better on crouch block, +18 or better on hit
qcb+HP: 32f, -7 or better on standing block, -6 or better on crouch block, +18 or better on hit
hcf+LP: 36f, +18 or better on standing block, +19 or better on crouch block
hcf+MP: 42f, +18 or better on standing block, +19 or better on crouch block
hcf+HP: 46f, +18 or better on standing block, +19 or better on crouch block
qcf+LP: 17f, -14 or better on standing block, -13 or better on crouch block
qcf+MP: 21f, -13 or better on standing block, -12 or better on crouch block
qcf+HP: 21f, -8 or better on standing block, -7 or better on crouch block
qcf+LP in air: 19f, -27 or better on standing block, -26 or better on crouch block
qcf+MP in air: 22f, -27 or better on standing block, -26 or better on crouch block
qcf+HP in air: 25f, -27 or better on standing block, -26 or better on crouch block
qcb+LK w/ full meter: 8f, -1 on standing block, +0 on crouch block
qcb+MK w/ full meter: 10f, -3 on standing block, -2 on crouch block
qcb+HK w/ full meter: 12f, -5 on standing block, -4 on crouch block
qcb+LK in air w/ full meter: 5f, -6 on standing block, -5 on crouch block, -2 on standing hit, -4 on
crouching hit
qcb+MK in air w/ full meter: 6f, -6 on standing block, -5 on crouch block, -2 on standing hit, -4 on
crouching hit
qcb+HK in air w/ full meter: 7f, -6 on standing block, -5 on crouch block, -2 on standing hit, -4 on
crouching hit
qcb,f+LP+LK: 44f
qcb,f+LP+LK w/ full meter: 43f


=Strategies=
=Strategies=

Revision as of 14:05, 9 May 2008

Introduction

When starting this, we thought Rasputin was #1, as Keits beat all of us at Evo World easily without any practice. His low MP is even better than A2 Rose's, just damn near impossible to beat and he can cancel to his projectiles for more pressure. Anti-air is also very solid, with neutral HK & HP. The projectiles are great, and the different timing on them can mess with your opponent's head. And his EX has some invincibility and does CRAZY chip. However, the super is down there with Hanzou's for worst in the game - there are Japanese matches on Youtube where he lands it after knockdowns, but this should never ever happen since you can always jump out of it. He has no solid reversals except for that EX, and he deals rather little damage. The ninjas' double jump gives him a hard time, Ryofu beats him with pokes & air game, Brocken fights him very well due to his range, and Gokuu can run away on the cloud if he gets a lead.

Moves List

Normal Moves

Command Normals

Normal Throws

Special Moves

Super Moves

Combos

Frame Data

Standing LP: 6f, +7 on standing block, +8 on crouch block, +2 on standing hit, +1 on crouching hit

Standing MP: 8f, -11 on standing block, -10 on crouch block, -3 on standing hit, -2 on crouching hit

Standing HP: 10f, -8 on standing block, -7 on crouch block, +0 on standing hit, will not hit crouchers

Standing LK: 4f, +9 on standing block, +10 on crouch block, +9 on standing hit, +8 on crouching hit

Standing MK: 7f, +1 on standing block, +2 on crouch block, +1 on standing hit, +2 on crouching hit

Standing HK: 9f, -8 on standing block, -6 on crouch block

Far f/b+HP: 11-12f, -10 on standing block, -8 on crouch block, -5 on standing hit, -4 on crouching hit

Close f/b+HP: 6f, -6 on standing block, -4 on crouch block, +2 on standing hit, +0 on crouching hit

Far f/b+LK: 4f, +5 on standing block, +6 on crouch block, +5 on standing hit, +7 on crouching hit

Close f/b+LK: 4f, +3 on standing block, +4 on crouch block, +3 on standing hit, +2 on crouching hit


Crouching LP: 5f, +7 on standing block, +8 on crouch block, +7 on standing hit, +6 on crouching hit

Crouching MP: 5f, -1 on standing block, +0 on crouch block, +2 on standing hit, +0 on crouching hit

Crouching HP: 6f, +3 on standing hit, +4 on crouching hit

Crouching LK: 5f, +1 on block, +0 on standing hit, -1 on crouching hit

Crouching MK: 8f, -1 on block, +1 on standing hit, -1 on crouching hit

Crouching HK: 7-15f, -5 on block


Jumping LP: 6f

Jumping MP: 9f

Jumping HP: 11f

Jumping LK: 5f

Jumping MK: 5f

Jumping HK: 4f


Dashing LP: 6f, +1 on standing block, +2 on crouch block, +1 on standing hit, +0 on crouching hit

Dashing MP: 8f, -3 on standing block, -2 on crouch block, -3 on standing hit, -2 on crouching hit

Dashing HP: 6f, -7 on standing block, -5 on crouch block, +1 on standing hit, -1 on crouching hit

Dashing LK: 4f, +1 on standing block, +2 on crouch block, +1 on standing hit, +3 on crouching hit

Dashing MK: 7f, +1 on standing block, +2 on crouch block, +1 on standing hit, +2 on crouching hit

Dashing HK: 9f, -8 on standing block, -6 on crouch block

Dashing d+LP: 5f, +5 on standing block, +6 on crouch block, +5 on standing hit, +4 on crouching hit

Dashing d+MP: 5f, -1 on standing block, +0 on crouch block, +2 on standing hit, +0 on crouching hit

Dashing d+HP: 6f, +3 on standing hit, +4 on crouching hit

Dashing d+LK: 5f, +1 on block, +0 on standing hit, -1 on crouching hit

Dashing d+MK: 8f, -1 on block, +1 on standing hit, -1 on crouching hit

Dashing d+HK: 7-15f, -5 on block


ABC: 13f, -14 on standing block, -12 on crouch block


qcb+LK: 8f, -2 on standing block, -1 on crouch block

qcb+MK: 10f, -5 on standing block, -4 on crouch block

qcb+HK: 12f, -7 on standing block, -6 on crouch block


qcb+LK in air: 5f, +0 on standing block, +1 on crouch block, +6 on standing hit, +5 on crouching hit

qcb+MK in air: 6f, +0 on standing block, +1 on crouch block, +6 on standing hit, +5 on crouching hit

qcb+HK in air: 7f, +0 on standing block, +1 on crouch block, +6 on standing hit, +5 on crouching hit


qcb+LP: 25f, -7 or better on standing block, -6 or better on crouch block, +18 or better on hit

qcb+MP: 28f, -7 or better on standing block, -6 or better on crouch block, +18 or better on hit

qcb+HP: 32f, -7 or better on standing block, -6 or better on crouch block, +18 or better on hit


hcf+LP: 36f, +18 or better on standing block, +19 or better on crouch block

hcf+MP: 42f, +18 or better on standing block, +19 or better on crouch block

hcf+HP: 46f, +18 or better on standing block, +19 or better on crouch block


qcf+LP: 17f, -14 or better on standing block, -13 or better on crouch block

qcf+MP: 21f, -13 or better on standing block, -12 or better on crouch block

qcf+HP: 21f, -8 or better on standing block, -7 or better on crouch block


qcf+LP in air: 19f, -27 or better on standing block, -26 or better on crouch block

qcf+MP in air: 22f, -27 or better on standing block, -26 or better on crouch block

qcf+HP in air: 25f, -27 or better on standing block, -26 or better on crouch block


qcb+LK w/ full meter: 8f, -1 on standing block, +0 on crouch block

qcb+MK w/ full meter: 10f, -3 on standing block, -2 on crouch block

qcb+HK w/ full meter: 12f, -5 on standing block, -4 on crouch block


qcb+LK in air w/ full meter: 5f, -6 on standing block, -5 on crouch block, -2 on standing hit, -4 on crouching hit

qcb+MK in air w/ full meter: 6f, -6 on standing block, -5 on crouch block, -2 on standing hit, -4 on crouching hit

qcb+HK in air w/ full meter: 7f, -6 on standing block, -5 on crouch block, -2 on standing hit, -4 on crouching hit


qcb,f+LP+LK: 44f


qcb,f+LP+LK w/ full meter: 43f

Strategies

Rasputin's Super is nearly useless. There is no guaranteed way to set it up. The only use is to punish some of the moves in the game with terrible recovery. These are few and far between.

His EX has some uses. It has quite a few invulnerable frames on startup, so you can 'blow through' some attacks or use it as a reversal sometimes. It does a lot of chip damage, so its a great round ender. But you need to be careful, as many dragon punch moves have MORE invulnerability than your EX spin, and can be input during the super flash ON REACTION to beat you. (watch out for hanzo fuuma and j.max especially). Also, we thought initally you got a free throw off a blocked EX, but its actually the opposite. If you are too close when it ends, you will be thrown. If this character has command grabs or strong throws, this is very risky. (watch out for ryoko, j.max, muscle).

So, what that leaves Rasputin with are his amazing normals and fancy projectiles. Crouching MP is going to be your answer to just about everything. After it hits or is blocked, do one of the following (based on position and situation and matchup... just experiment till you learn):

I just hit you with or you blocked C.MP, so I....****

  1. press c.mp again (then go back to ****)
  2. dash and press c.mp (then go back to ****)
  3. cancel into fireball (try 2 after this)
  4. cancel into iceball (try dashing HK after this)
  5. cancel into electricball (try 2 or 3 after this)
  6. cancel into lk russian step (try c.lp, c.mp after this, or a throw)

Carefull with 6, you can be punished.

Other noteable normals for Rasputin are: J. HP, J. HK, J. LP, S. HK, S.HP, C.HP, C.MK.

Match-ups

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