< Street Fighter 6 | Rashid
(air current affected frames) |
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Line 881: | Line 881: | ||
| guard = - | | guard = - | ||
| cancel = - | | cancel = - | ||
| notes = Input by holding forward after a forward dash; cancelable into 6P or 6K followups on frames 20-72; after 72f, Rashid has 18f stopping recovery if no followup is input (90f total); stopping the run early has 5f recovery; no stopping recovery if jumping forward out of the run animation; Counterhit state during entire run animation; | | notes = Input by holding forward after a forward dash; cancelable into 6P or 6K followups on frames 20-72; after 72f, Rashid has 18f stopping recovery if no followup is input (90f total); stopping the run early has 5f recovery; no stopping recovery if jumping forward out of the run animation; Counterhit state during entire run animation; affected by Air Current for entire duration except for 18f recovery, causing Rashid to run faster | ||
}} | }} | ||
Line 915: | Line 915: | ||
| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Crouching state for entire move duration; cannot hit airborne opponents; on hit, connects twice and switches sides, remaining projectile invincible throughout the entire animation; on block, connects once and stays on the same side; if opponent is cornered, Rashid is close enough for a followup combo; Counterhit/Punish Counter bonus advantage applies to both hits | | notes = Crouching state for entire move duration; cannot hit airborne opponents; on hit, connects twice and switches sides, remaining projectile invincible throughout the entire animation; on block, connects once and stays on the same side; if opponent is cornered, Rashid is close enough for a followup combo; Counterhit/Punish Counter bonus advantage applies to both hits; frames 1-17 can be affected by Air Current | ||
}} | }} | ||
====== 6[6]~6K ====== | ====== 6[6]~6K ====== | ||
Line 950: | Line 949: | ||
| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = 6-21f airborne (Forced Knockdown); Counterhit/Punish Counter bonus advantage applies to both hits; applies a 15% damage scaling penalty to the next hit when used as a combo starter (100% -> 85% -> 75% -> 65%...); frames 1- | | notes = 6-21f airborne (Forced Knockdown); Counterhit/Punish Counter bonus advantage applies to both hits; applies a 15% damage scaling penalty to the next hit when used as a combo starter (100% -> 85% -> 75% -> 65%...); frames 1-3 can be affected by Air Current, becoming the Enhanced version | ||
}} | }} | ||
Line 1,256: | Line 1,255: | ||
| jugIncrease = 1,1,1 | | jugIncrease = 1,1,1 | ||
| jugLimit = | | jugLimit = | ||
| notes = Great pressure tool that is safe on block and can blow throw armor; 5f extra recovery on whiff; Counterhit/Punish Counter bonus advantage applies through all hits; can be affected by Air Current on frames 2- | | notes = Great pressure tool that is safe on block and can blow throw armor; 5f extra recovery on whiff; Counterhit/Punish Counter bonus advantage applies through all hits; can be affected by Air Current on frames 2-16; applies a 30% damage scaling penalty to the next hit when used as a combo starter (100% -> 70% -> 60%) | ||
}} | }} | ||
====== 236LP (Air Current) ====== | ====== 236LP (Air Current) ====== | ||
Line 1,325: | Line 1,324: | ||
| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = 13-60f airborne (Forced Knockdown state); the last 11f of landing recovery is cancelable into special moves or supers on hit only; 4f worse advantage and 1 less hit when crouch blocked; cannot anti-air crossups; can be affected by Air Current on frames 2- | | notes = 13-60f airborne (Forced Knockdown state); the last 11f of landing recovery is cancelable into special moves or supers on hit only; 4f worse advantage and 1 less hit when crouch blocked; cannot anti-air crossups; can be affected by Air Current on frames 2-8 | ||
}} | }} | ||
====== 236MP (Air Current) ====== | ====== 236MP (Air Current) ====== | ||
Line 1,393: | Line 1,392: | ||
| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = 8-63f airborne (Forced Knockdown state); good anti-air that can hit crossups; can be affected by Air Current on frames 2- | | notes = 8-63f airborne (Forced Knockdown state); good anti-air that can hit crossups; can be affected by Air Current on frames 2-5 | ||
}} | }} | ||
====== 236HP (Air Current) ====== | ====== 236HP (Air Current) ====== | ||
Line 1,460: | Line 1,459: | ||
| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = 10-86f airborne (Forced Knockdown state); 4f extra landing recovery on hit/whiff; cannot anti-air crossups; 6f worse advantage and 1 less hit when crouch blocked; can be affected by Air Current on frames 2- | | notes = 10-86f airborne (Forced Knockdown state); 4f extra landing recovery on hit/whiff; cannot anti-air crossups; 6f worse advantage and 1 less hit when crouch blocked; can be affected by Air Current on frames 2-8; applies a 20% damage scaling penalty to the next hit when used as a combo starter (100% -> 80% -> 70% -> 60%...) | ||
}} | }} | ||
====== 236PP (Air Current)====== | ====== 236PP (Air Current)====== | ||
Line 1,527: | Line 1,526: | ||
| jugIncrease = 0 | | jugIncrease = 0 | ||
| jugLimit = | | jugLimit = | ||
| notes = Airborne 9-38f (Forced Knockdown state); puts opponent into limited juggle state on hit (can lead to followup juggles if well spaced); on block, bounces off opponent with extra recovery (frame advantage unaffected by which active frame connects); on hit, Rashid gets better KD Advantage on later active frames; can be affected by Air Current on frames 4- | | notes = Airborne 9-38f (Forced Knockdown state); puts opponent into limited juggle state on hit (can lead to followup juggles if well spaced); on block, bounces off opponent with extra recovery (frame advantage unaffected by which active frame connects); on hit, Rashid gets better KD Advantage on later active frames; can be affected by Air Current on frames 4-14 | ||
}} | }} | ||
====== 214LK (Air Current) ====== | ====== 214LK (Air Current) ====== | ||
Line 1,592: | Line 1,591: | ||
| jugIncrease = 0 | | jugIncrease = 0 | ||
| jugLimit = | | jugLimit = | ||
| notes = Airborne 12-38f (Forced Knockdown state); puts opponent into limited juggle state on hit; on block, bounces off opponent with extra recovery (frame advantage unaffected by which active frame connects); on hit, Rashid gets better KD Advantage on later active frames; opponent slides on the ground for great corner carry; can be affected by Air Current on frames 6- | | notes = Airborne 12-38f (Forced Knockdown state); puts opponent into limited juggle state on hit; on block, bounces off opponent with extra recovery (frame advantage unaffected by which active frame connects); on hit, Rashid gets better KD Advantage on later active frames; opponent slides on the ground for great corner carry; can be affected by Air Current on frames 6-27 | ||
}} | }} | ||
====== 214MK (Air Current) ====== | ====== 214MK (Air Current) ====== | ||
Line 1,657: | Line 1,656: | ||
| jugIncrease = 0 | | jugIncrease = 0 | ||
| jugLimit = | | jugLimit = | ||
| notes = Airborne 15-44f (Forced Knockdown state); puts opponent into limited juggle state on hit; on block, bounces off opponent with extra recovery (frame advantage unaffected by which active frame connects); on hit, Rashid gets better KD Advantage on later active frames; opponent slides on the ground for great corner carry; can be affected by Air Current on frames 6- | | notes = Airborne 15-44f (Forced Knockdown state); puts opponent into limited juggle state on hit; on block, bounces off opponent with extra recovery (frame advantage unaffected by which active frame connects); on hit, Rashid gets better KD Advantage on later active frames; opponent slides on the ground for great corner carry; can be affected by Air Current on frames 6-30 | ||
}} | }} | ||
====== 214HK (Air Current) ====== | ====== 214HK (Air Current) ====== | ||
Line 1,723: | Line 1,722: | ||
| jugIncrease = 4 | | jugIncrease = 4 | ||
| jugLimit = | | jugLimit = | ||
| notes = Airborne 12-40f (Forced Knockdown state); puts opponent into limited juggle state on hit and side switches if the opponent is not cornered; on block, bounces off opponent with extra recovery (frame advantage unaffected by which active frame connects); on hit, Rashid gets better KD Advantage on later active frames; can be affected by Air Current on frames 6- | | notes = Airborne 12-40f (Forced Knockdown state); puts opponent into limited juggle state on hit and side switches if the opponent is not cornered; on block, bounces off opponent with extra recovery (frame advantage unaffected by which active frame connects); on hit, Rashid gets better KD Advantage on later active frames; can be affected by Air Current on frames 6-29; counts as 2 hits for damage scaling when comboed into | ||
}} | }} | ||
====== 214KK (Air Current)====== | ====== 214KK (Air Current)====== |
Revision as of 22:47, 7 August 2023
Character Vitals
Note: Air Currents can affect the following movement options, increasing their distance: Forward Dash (1-14f), Back Dash (1-16f), Forward Jump (5-30f), Back Jump (5-29f), and Neutral Jump (5-21f, distance 1.82).
Normals
Standing Normals
5LP
5MP
5HP
5LK
5MK
5HK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
Wall Jump
9 (near wall)
Command Normals
6MP
6HP
6HK
j.2HP
j.8HK
6[6]
6[6]~6P
6[6]~6K
6[6]~6K (Air Current)
6KK
6KK~KK
Target Combos
5MP~HK
Throws
Forward Throw
Back Throw
Air Throw
Drive Moves
HPHK
Rashid
rashid_hphk
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HPHK Eagle Edge
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800 | 200 | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
26 | 2 | 35 | - | 34 | 25 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | 5000 | 10000 [15000] | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 0 | 1 | 0 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | -35 | ||||
Hit Advantage | Block Advantage | ||||
KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 | ||||
Notes | |||||
See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. |
6HPHK
Rashid
rashid_6hphk
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6HPHK Eagle Slash
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500 recoverable | 125 recoverable | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
20 | 3 | 26 | - | 21 | |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-22 full | - | - | |||
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | -27 | ||||
Hit Advantage | Block Advantage | ||||
KD +23 | -8 | ||||
Notes | |||||
Armor Break; See Drive Reversal. |
MPMK
Rashid
rashid_mpmk
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MPMK Drive Parry
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | - | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
1 | 8 or until released | 29(1)(11) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
6f (after Perfect Parry) | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery. |
66
Rashid
rashid_66
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66 Drive Rush
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | - | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
9(11) | 45(46) | 24(23) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
See Drive Rush. Frame data shown in parentheses refers to the Drive Rush version used from a Parry. Distance: 0.796 (min/throw), 2.253 (min/block), 2.998 (max/final DR frame) |
Special Moves
Spinning Mixer
236LP
236LP (Air Current)
236MP
236MP (Air Current)
236HP
236HP (Air Current)
236PP
236PP (Air Current)
Eagle Spike
214LK
214LK (Air Current)
214MK
214MK (Air Current)
214HK
Rashid
rashid_214hk
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214HK Eagle Spike
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File:SF6 Rashid 214hk.png![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
1500 | 375 | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
26 | 13 | 6+21 land (22+33 land oB) |
- | 20 | 15(19) |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | 8000 | [10000] | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 | 0 | |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | -54 | ||||
Hit Advantage | Block Advantage | ||||
KD +56(+68) | -36 | ||||
Notes | |||||
Airborne 15-44f (Forced Knockdown state); puts opponent into limited juggle state on hit; on block, bounces off opponent with extra recovery (frame advantage unaffected by which active frame connects); on hit, Rashid gets better KD Advantage on later active frames; opponent slides on the ground for great corner carry; can be affected by Air Current on frames 6-30 |
214HK (Air Current)
Rashid
rashid_214hk_enhanced
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214HK (Air Current) Eagle Spike (Air Current)
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File:SF6 Rashid 214hk.png![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
1500 | 375 | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
17 | 15 | 5+45 land (22+12 land oH/oB) |
- | 20 | 15(19) |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | 8000 | [8000] | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 | 0 | |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | -33 | ||||
Hit Advantage | Block Advantage | ||||
KD +59 | -15 | ||||
Notes | |||||
Airborne 8-36f (Forced Knockdown state); functions identically to enhanced 214MK; puts opponent into limited juggle state on hit; on hit/block, bounces off opponent with extra recovery (frame advantage unaffected by which active frame connects); opponent slides on the ground for great corner carry; Punish Counter tumble allows for a followup 214K for even more damage and corner carry |
214KK
214KK (Air Current)
Whirlwind Shot
236K
236{K}
Rashid
rashid_236k_partial_hold
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236{K} Whirlwind Shot (Partial Hold)
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File:SF6 Rashid 236k hold.png![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
600,300 | 150,75 | - | LH | su3 | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
28+6 | - | 26 | 41 total | 36 total | (9,9) |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | 1250x2 | [1500x2] | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 air | 2,0 | |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | -14 | ||||
Hit Advantage | Block Advantage | ||||
+5 | 0 | ||||
Notes | |||||
2-hit projectile; trajectory depends on button strength (LK = farthest/horizontal, MK = middle, HK = shortest/vertical); must hold button 28f; Counterhit/Punish Counter bonus advantage applies to both hits; projectile comes out in 6f if button is released from frames 28-47 (total startup 34-53f); cannot use if Lv.2 Super is active |
236[K]
Rashid
rashid_236k_hold
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236[K] Whirlwind Shot (Hold)
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File:SF6 Rashid 236k hold.png![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
400x2,200 | 100x2,50 | - | LH | su3 | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
53 | - | 11+6 | 52 total | 44 total | (9,9,8) |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | 800x2,900 | [1000x3] | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 air | ||
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | -3 | ||||
Hit Advantage | Block Advantage | ||||
+16 | +8 | ||||
Notes | |||||
3-hit projectile; trajectory depends on button strength (LK = farthest/horizontal, MK = middle, HK = shortest/vertical); must hold button 48f for fully charged version; Counterhit/Punish Counter bonus advantage applies to all hits; creates Air Current effect on frame 51 next to Rashid that lasts 60f and enhances many of his moves; cannot use if Lv.2 Super is active |
236KK
236[KK]
Rashid
rashid_236kk_hold
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236[KK] Whirlwind Shot (Hold)
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File:SF6 Rashid 236kk hold.png![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
400x3 | 100x3 | - | LH | su2 su3 | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
44 | - | 35 | - | 46 total | (7,7,8) |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | 800x2,900 | [1000x3] | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 | 1,0,1 | |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | -3 | ||||
Hit Advantage | Block Advantage | ||||
KD +65 | +10 | ||||
Notes | |||||
3-hit OD projectile; 3rd hit puts opponent into limited juggle state on hit; must hold button 35f for fully charged version; travels fullscreen; hitbox is low to the ground, making many low-profile anti-projectile moves ineffective; creates Air Current effect on frame 41 next to Rashid that lasts 60f and enhances many of his moves; cannot use if Lv.2 Super is active; applies a 20% damage scaling penalty on hit |
Arabian Cyclone
214LP
214MP
Rashid
rashid_214mp
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214MP Arabian Cyclone
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File:SF6 Rashid 214mp.png![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
400,500 | 175,50 | - | LH | su3 | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
20 | 3(1)15 | 26(12) | 35 total (31 tornado) | 27 total (23 tornado) | 8, 9(7) tornado |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | 4000,1000 | [5000,3000] | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
20-22 Leg Projectile | - | - | - | 3,1 | |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | -16(-2) | ||||
Hit Advantage | Block Advantage | ||||
+4 | -4 | ||||
Notes | |||||
50f total animation; strike hitbox; spawns a tornado with 1 hit of projectile durability; cancelable into 4K Wing Stroke or 6K Rolling Assault on frames 26-27; Counterhit/Punish Counter bonus advantage applies to both hits; high active frame count makes it great for oki; in the corner, Rashid can consistently link 5LK on hit; 26f recovery is total time after the tornado spawns; 12f recovery is total time after tornado disappears |
214HP
Rashid
rashid_214hp
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214HP Arabian Cyclone
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File:SF6 Rashid 214hp.png![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
400,300x2 | 200,25x2 | - | LH | su3 | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
27 | 3(1)15 | 29(24) | 8,29 (tornado) | 41 total (8,29 tornado) | 8, 6,8(9,9) tornado |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | 5000,500x2 | [5000,1500x2] | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
27-29 Leg Projectile | - | - | 1 | 1,1,3 | |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | -12(-1) | ||||
Hit Advantage | Block Advantage | ||||
KD +40 | -2 | ||||
Notes | |||||
69f total animation; strike hitbox; spawns a tornado with 2 hits of projectile durability; first hit puts opponent into limited juggle state (the 2-hit tornado will not launch a grounded opponent on its own); cancelable into 4K Wing Stroke or 6K Rolling Assault on frames 33-34; high active frame count makes it great for oki; 29f recovery is total time after the tornado's 2nd hit occurs; 24f recovery is total time after tornado disappears |
214PP
Wing Stroke
214P~4K
Rolling Assault
214P~6K
Nail Assault
214P~6K~K
Arabian Skyhigh
j.214LK
j.214MK
Rashid
rashid_j214mk
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j.214MK Arabian Skyhigh
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File:SF6 Rashid j214mk.png![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
700 | 225 | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
18(19) | 9 | 3 land | - | 20 | 8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | 5000 | [9000] | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-26 Leg Projectile | - | - | 1 | 1 | |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | -56(-53) | ||||
Hit Advantage | Block Advantage | ||||
KD +18(+20)~ | -35(-38) | ||||
Notes | |||||
From forward jump or 6KK~KK only; 1st active frame can only connect in juggles; Forced Knockdown state until landing; puts opponent into limited juggle state on hit; has minimum height restriction (will not activate after low-height j.2HP); KD Advantage varies greatly based on the height it connects; performs a double-jump after the initial flip kick (medium trajectory, similar to normal jump); can be affected by Air Current on frames 1-18 |
j.214HK
Rashid
rashid_j214hk
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j.214HK Arabian Skyhigh
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File:SF6 Rashid j214hk.png![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800 | 250 | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
21(22) | 9 | 3 land | - | 20 | 8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | 6000 | [9000] | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-29 Leg Projectile | - | - | 1 | 1 | |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | -63(-61) | ||||
Hit Advantage | Block Advantage | ||||
KD +20(+22)~ | -43(-46) | ||||
Notes | |||||
From forward jump or 6KK~KK only; 1st active frame can only connect in juggles; Forced Knockdown state until landing; puts opponent into limited juggle state on hit; has minimum height restriction (will not activate after low-height j.2HP); KD Advantage varies greatly based on the height it connects; performs a double-jump after the initial flip kick (longest trajectory); can be affected by Air Current on frames 1-21 |
j.214KK
Rashid
rashid_j214kk
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j.214KK Arabian Skyhigh
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File:SF6 Rashid j214kk.png![]() ![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
1000,500 | 250 | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
13(14) | 9 | 3 land | - | 20 | 8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | 7000 | [4500x2] | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-21 Leg Projectile | - | - | 1 | 1,1 | |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | -47(-43) | ||||
Hit Advantage | Block Advantage | ||||
KD +34(+35)~ | -25(-29) | ||||
Notes | |||||
From forward jump or 6KK~KK only; 1st active frame can only connect in juggles; Forced Knockdown state until landing; puts opponent into limited juggle OTG state on hit; has minimum height restriction (will not activate after low-height j.2HP); performs a double-jump after the initial flip kick; on hit, transitions into a followup divekick that is projectile invincible; can be affected by Air Current on frames 1-13 |
Super Arts
236236K
214214K
236236P
236236P(CA)
Taunts
5PPPKKK
6PPPKKK
4PPPKKK