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| * Puts airborne opponents into {{sf6-jug|limited juggle}} state | | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| * Cancelable into j.214K when used from forward jump | | * Cancelable into j.214K when used from forward jump |
| * Shifts Rashid's hurtbox upward during startup | | * '''Lower Body Projectile Invuln''' 9-22f |
| | ** If input immediately during ascent, can avoid the 2nd hit of JP's {{clr|OD|OD Amnesia}} bombs |
| <br> | | <br> |
| A useful air-to-air that can lead to some extra damage when canceled. If done late in the jump arc, Rashid can land and pick up a juggle on the ground as well. | | A useful air-to-air that can lead to some extra damage when canceled. If done late in the jump arc, Rashid can land and pick up a juggle on the ground as well. |
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| * 1st hit puts airborne opponents into {{sf6-jug|limited juggle}} state | | * 1st hit puts airborne opponents into {{sf6-jug|limited juggle}} state |
| * 2nd hit causes spike knockdown vs. airborne opponents | | * 2nd hit causes spike knockdown vs. airborne opponents |
| | * '''Lower Body Projectile Invuln''' 8-23f (except around the attack hitbox) |
| | ** Cannot be used to avoid the 2nd hit of JP's {{clr|OD|OD Amnesia}} bombs |
| <br> | | <br> |
| A 2-hit air normal that requires semi-precise timing to ensure both hits connect. As an air-to-air, both hits will connect properly for a knockdown. Ending a juggle with {{clr|H|j.HP}} is generally a weak option, as only one hit will connect. If the first hit is stand blocked, the second hit will not hit overhead against an opponent that immediately crouch blocks. | | A 2-hit air normal that requires semi-precise timing to ensure both hits connect. As an air-to-air, both hits will connect properly for a knockdown. Ending a juggle with {{clr|H|j.HP}} is generally a weak option, as only one hit will connect. If the first hit is stand blocked, the second hit will not hit overhead against an opponent that immediately crouch blocks. |
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| {{AttackDataCargo-SF6/Query|rashid_jmk}} | | {{AttackDataCargo-SF6/Query|rashid_jmk}} |
| * Can hit Cross-up | | * Can hit Cross-up |
| * Shifts Rashid's hurtbox upward during startup | | * '''Lower Body Projectile Invuln''' 7-20f |
| | ** If input immediately during ascent, can avoid the 2nd hit of JP's {{clr|OD|OD Amnesia}} bombs |
| <br> | | <br> |
| A cross-up air normal with a somewhat narrow hitbox. Neutral jumping into an Air Current while standing next to the opponent will usually carry Rashid just far enough for {{clr|M|j.MK}} to hit as a cross-up. | | A cross-up air normal with a somewhat narrow hitbox. Neutral jumping into an Air Current while standing next to the opponent will usually carry Rashid just far enough for {{clr|M|j.MK}} to hit as a cross-up. |
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| {{AttackDataCargo-SF6/Query|rashid_jhk}} | | {{AttackDataCargo-SF6/Query|rashid_jhk}} |
| * Spike knockdown vs. airborne opponents when used after j.214K or 214P~4K | | * Spike knockdown vs. airborne opponents when used after j.214K or 214P~4K |
| | * '''Lower Body Projectile Invuln''' 10-19f (except around the attack hitbox) |
| | ** Cannot be used to avoid the 2nd hit of JP's {{clr|OD|OD Amnesia}} bombs |
| <br> | | <br> |
| A heavy jump-in that's easier to time than {{clr|H|j.HP}} due to being a single hit. It does not cause an air knockdown on a normal air connect, but in certain juggle routes it becomes a useful knockdown ender. | | A heavy jump-in that's easier to time than {{clr|H|j.HP}} due to being a single hit. It does not cause an air knockdown on a normal air connect, but in certain juggle routes it becomes a useful knockdown ender. |
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| ** Can still input air normals/specials after this cancel window, but Rashid will be higher in the air | | ** Can still input air normals/specials after this cancel window, but Rashid will be higher in the air |
| * Applies 15% damage scaling to next hit when beginning a combo (100/85/75...) | | * Applies 15% damage scaling to next hit when beginning a combo (100/85/75...) |
| | * '''Lower Body Projectile Invuln''' 10-19f (except around the attack hitbox) |
| <br> | | <br> |
| An air command normal that can be useful in extended juggles or to confuse grounded opponents with Rashid's various air mobility options. If the attack hits, Rashid can combo into a follow-up {{clr|H|j.HP}} or {{clr|H|j.HK}} to extend the combo. On block, Rashid can be juggled out of the air as he bounces. | | An air command normal that can be useful in extended juggles or to confuse grounded opponents with Rashid's various air mobility options. If the attack hits, Rashid can combo into a follow-up {{clr|H|j.HP}} or {{clr|H|j.HK}} to extend the combo. On block, Rashid can be juggled out of the air as he bounces. |
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| {{AttackDataCargo-SF6/Query|rashid_j8hk}} | | {{AttackDataCargo-SF6/Query|rashid_j8hk}} |
| * During Neutral Jump only; puts airborne opponents into {{sf6-jug|limited juggle}} state | | * During Neutral Jump only; puts airborne opponents into {{sf6-jug|limited juggle}} state |
| * Shifts Rashid's hurtbox upward during startup | | * '''Lower Body Projectile Invuln''' 8-19f |
| | ** If input immediately during ascent, can avoid the 2nd hit of JP's {{clr|OD|OD Amnesia}} bombs |
| <br> | | <br> |
| Aerial Shot is a good air-to-air due to its knockdown potential, allowing Rashid to pick up juggles depending on the height it connects. The hitbox is relatively high up, making it harder to use against grounded opponents without getting anti-aired. After a {{clr|DR|Drive Impact}} crumple, Rashid can use {{clr|H|j.8HK}} to knock the opponent into the air as he descends, opening up some useful juggle routes without excessive scaling or meter use. | | Aerial Shot is a good air-to-air due to its knockdown potential, allowing Rashid to pick up juggles depending on the height it connects. The hitbox is relatively high up, making it harder to use against grounded opponents without getting anti-aired. After a {{clr|DR|Drive Impact}} crumple, Rashid can use {{clr|H|j.8HK}} to knock the opponent into the air as he descends, opening up some useful juggle routes without excessive scaling or meter use. |
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| Spinning Mixer is a great special move due to its versatility; each version brings something unique to the table. | | Spinning Mixer is a great special move due to its versatility; each version brings something unique to the table. |
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| {{clr|L|LP Mixer}} is a good buffer from Rashid's light normals due to its safety on block. While it's not a good idea to consistently put yourself in a {{sf6-adv|M|-3}} situation, Rashid's stubby cancelable normals often don't permit him to get close enough for a proper hitconfirm. Using {{clr|L|5LP}} > {{clr|L|236LP}} to interrupt the opponent's pressure is often a good way to take back Rashid's turn, and it has the added benefit of breaking {{clr|DR|Drive Impact}} armor if done early enough, allowing a link into another {{clr|L|5LP}}. On hit, this move does mediocre damage and corner carry, but allows for a strike/throw mixup. If the opponent is in Burnout, {{clr|L|236LP}} is {{sf6-adv|P|+1}} on block; this allows for some limited follow-up pressure, but the pushback is too high for Rashid to loop this continuously. | | {{clr|L|LP Mixer}} is a good buffer from Rashid's light normals due to its safety on block. While it's not a good idea to consistently put yourself in a {{sf6-adv|M|-3}} situation, Rashid's stubby cancelable normals often don't permit him to get close enough for a proper hitconfirm. Using {{clr|L|5LP}} > {{clr|L|236LP}} to interrupt the opponent's pressure is often a good way to take back Rashid's turn, and it has the added benefit of breaking {{clr|DR|Drive Impact}} armor if done early enough, allowing a link into another {{clr|L|5LP}}. On hit, this move does mediocre damage and corner carry, but allows for a strike/throw mixup. If the opponent is in Burnout, {{clr|L|236LP}} is {{sf6-adv|P|+1}} on block; this allows for some limited follow-up pressure, but the pushback is too high for Rashid to loop this continuously. If the 3rd hit whiffs in a Burnout pressure string, Rashid will still be safe at {{sf6-adv|M|-3}}. |
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| {{clr|M|MP Mixer}} also works consistently from light hitconfirms, giving a knockdown and more corner carry than the {{clr|L|LP}} version. The damage is a little lower, but in the corner Rashid can cancel his landing frames into {{clr|OD|OD Mixer}} to make it more rewarding. In certain juggles, these landing frames can also juggle into a Super. {{clr|M|MP Mixer}} gives Rashid a reliable meterless pickup after {{clr|PC|Punish Counter}} {{clr|H|5HK}}, which is great for his whiff punish game. It can be used as an anti-air at certain ranges where {{clr|H|HP Mixer}} won't reach, but the timing window is somewhat strict and may lose to strong jump-ins. On a midscreen hit, Rashid can get good oki with {{clr|DR|Drive Rush}}, including an auto-timed {{clr|DR|DR~}}{{clr|H|6HP}}. | | {{clr|M|MP Mixer}} also works consistently from light hitconfirms, giving a knockdown and more corner carry than the {{clr|L|LP}} version. The damage is a little lower, but in the corner Rashid can cancel his landing frames into {{clr|OD|OD Mixer}} to make it more rewarding. In certain juggles, these landing frames can also juggle into a Super. {{clr|M|MP Mixer}} gives Rashid a reliable meterless pickup after {{clr|PC|Punish Counter}} {{clr|H|5HK}}, which is great for his whiff punish game. It can be used as an anti-air at certain ranges where {{clr|H|HP Mixer}} won't reach, but the timing window is somewhat strict and may lose to strong jump-ins. On a midscreen hit, Rashid can get good oki with {{clr|DR|Drive Rush}}, including an auto-timed {{clr|DR|DR~}}{{clr|H|6HP}}. |
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| {{clr|H|HP Mixer}} travels straight upward and has a strong anti-air hitbox that works against close jumps, including cross-ups. It is not immediately anti-air invuln, so it must be timed a little early; however, starting too early will make the invuln run out before it connects. As a result, some strong jumpins like Divekicks are difficult for Rashid to anti-air consistently. {{clr|H|HP Mixer}} is the strongest meterless version for ending juggles, but usually only works in the corner due to its short range. After a midscreen hit, Rashid can usually get oki with {{clr|DR|Drive Rush}}, but the timing and positioning will vary based on how it connected. Anti-airing a cross-up is likely to give meterless oki with a manually timed Run. | | {{clr|H|HP Mixer}} travels straight upward and has a strong anti-air hitbox that works against close jumps, including cross-ups. It is not immediately anti-air invuln, so it must be timed a little early; however, starting too early will make the invuln run out before it connects. As a result, some strong jumpins like Divekicks are difficult for Rashid to anti-air consistently. {{clr|H|HP Mixer}} is the strongest meterless version for ending juggles, but usually only works in the corner due to its short range. After a midscreen hit, Rashid can usually get oki with {{clr|DR|Drive Rush}}, but the timing and positioning will vary based on how it connected. Anti-airing a cross-up is likely to give meterless oki with a manually timed Run. |
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| {{clr|OD|OD Mixer}} is Rashid's invincible {{clr|OD|OD}} reversal. It has the same trajectory as {{clr|M|236MP}}, making it easy to bait with a neutral jump. {{clr|OD|OD Mixer}} has better juggle potential than the other versions, notably connecting after a corner {{clr|M|236MP}} even from a grounded starter. The anti-air invincibility frames extend beyond the full invincibility period, though it can still lose to some air attacks if used too early. Rashid gets no oki on hit outside the corner, and lacks the knockdown advantage for a good {{clr|SA|SA2}} setup. The activation can even be punished by some moves (especially {{clr|SA|Supers}}) with full or anti-projectile invincibility. | | {{clr|OD|OD Mixer}} is Rashid's invincible {{clr|OD|OD}} reversal. It has the same trajectory as {{clr|M|236MP}}, making it easy to bait with a neutral jump. Despite having many hits, only the first 2 can connect on a grounded opponent, meaning it will not break {{clr|DR|DI}} armor. {{clr|OD|OD Mixer}} has better juggle potential than the other versions, notably connecting after a corner {{clr|M|236MP}} even from a grounded starter. The anti-air invincibility frames extend beyond the full invincibility period, though it can still lose to some air attacks if used too early. Rashid gets no oki on hit outside the corner, and lacks the knockdown advantage for a good {{clr|SA|SA2}} setup. The activation can even be punished by some moves (especially {{clr|SA|Supers}}) with full or anti-projectile invincibility. |
| }} | | }} |
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| {{AttackDataCargo-SF6/Query|rashid_236kk_hold}} | | {{AttackDataCargo-SF6/Query|rashid_236kk_hold}} |
| * 3-hit {{clr|OD|OD}} projectile; 3rd hit puts opponent into {{sf6-jug|limited juggle}} state | | * 3-hit {{clr|OD|OD}} projectile; 3rd hit puts opponent into {{sf6-jug|limited juggle}} state |
| * Button must be held 35f | | * Button must be held 32f |
| * '''Cancel Hitconfirm Window:''' 12f (Super) | | * '''Cancel Hitconfirm Window:''' 12f (Super) |
| * '''Projectile Speed:''' 0.03 (1-2f), then {{clr|OD|0.09 (3f~)}} | | * '''Projectile Speed:''' 0.03 (1-2f), then {{clr|OD|0.09 (3f~)}} |
| * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) | | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| * Creates Air Current on frame 41 next to Rashid that lasts 60f and enhances many of his moves | | * Creates Air Current on frame 38 next to Rashid that lasts 70f and enhances many of his moves |
| <br> | | <br> |
| Whirlwind Shot is an arcing fireball that can be charged up to enhance its properties. The trajectory depends on the button strength, with {{clr|L|LK}} going the farthest while {{clr|H|HK}} immediately veers upward. The initial hitbox for all versions is large and starts low to the ground, then shrinks as Rashid kicks it away. | | Whirlwind Shot is an arcing fireball that can be charged up to enhance its properties. The trajectory depends on the button strength, with {{clr|L|LK}} going the farthest while {{clr|H|HK}} immediately veers upward. The initial hitbox for all versions is large and starts low to the ground, then shrinks as Rashid kicks it away. |