Difference between revisions of "World Heroes Perfect/Rasputin"

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Revision as of 19:38, 19 August 2010

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

Normal Moves

Command Frames Standing Block Crouch Block Standing Hit Crouch Hit
Standing LP 6 +7 +8 +2 +1
Standing MP 8 -11 -10 -3 -2
Standing HP 10 -8 -7 +0 N/A
Standing LK 4 +9 +10 +9 +8
Standing MK 7 +1 +2 +1 +2
Standing HK 9 -9 -6
Far F/B + HP 11-12 -10 -8 -5 -4
Close F/B + HP 6 -6 -4 +2 +0
Far F/B + LK 4 +5 +6 +5 +7
Close F/B + LK 4 +3 +4 +3 +2
Crouching LP 5 +7 +8 +7 +6
Crouching MP 5 -1 +0 +2 +0
Crouching HP 6 +3 +4
Crouching LK 5 +1 +0 -1
Crouching MK 8 -1 +1 -1
Crouching HK 7-15 -5
Jumping LP 6
Jumping MP 9
Jumping HP 11
Jumping LK 5
Jumping MK 5
Jumping HK 4
Dashing LP 6 +1 +2 +1 +0
Dashing MP 8 -3 -2 -3 -2
Dashing HP 6 -7 -5 +1 -1
Dashing LK 4 +1 +2 +1 +3
Dashing MK 7 +1 +2 +1 +2
Dashing HK 9 -8 -6
Dashing Down + LP 5 +5 +6 +5 +4
Dashing Down + MP 5 -1 +0 +2 +0
Dashing Down + HP 6 +3 +4
Dashing Down + LK 5 +1 +0 -1
Dashing Down + MK 8 -1 +1 -1
Dashing Down + HK 7-15 -5

ABC Moves

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