|
|
(230 intermediate revisions by 16 users not shown) |
Line 1: |
Line 1: |
| {{Ambox | border=red | icon=Icon_warning.png | type=Early game information | info=This game is relatively new, and its pages are still being written. Some information may be mildly inaccurate or missing altogether. You can join the [https://supercombo.gg/sf6hub SF6 Resource Hub] for more info on editing and other ways you can potentially help with this resource.}}
| |
| {{Character Top SF6 | chara={{SUBPAGENAME}} }} | | {{Character Top SF6 | chara={{SUBPAGENAME}} }} |
|
| |
|
Line 9: |
Line 8: |
| | title = Standing Light Punch | | | title = Standing Light Punch |
| | subtitle = | | | subtitle = |
| | input = 5LP | | | input = {{Classic_sf6}} 5LP<br>{{Modern_sf6}} 5L |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|rashid_5lp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|rashid_5lp|caption=}} |
Line 16: |
Line 15: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_5lp}} | | {{AttackDataCargo-SF6/Query|rashid_5lp}} |
| * | | * Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}} |
| | * '''Cancel Hitconfirm Window:''' 12f |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|E|0}} oB |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| | | Rashid's 4f button of choice, useful in both pressure and as an abare tool. It can chain up to 3 times, ending in {{clr|L|LP}} or {{clr|M|MP}} Spinning Mixer. It can also link into {{clr|L|5LK}} on hit, allowing for a stronger {{clr|L|214LK}} ender. |
| }} | | }} |
|
| |
|
Line 25: |
Line 27: |
| | title = Standing Medium Punch | | | title = Standing Medium Punch |
| | subtitle = | | | subtitle = |
| | input = 5MP | | | input = {{Classic_sf6}} 5MP<br>{{Modern_sf6}} A[M] |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|rashid_5mp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|rashid_5mp|caption=}} |
Line 32: |
Line 34: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_5mp}} | | {{AttackDataCargo-SF6/Query|rashid_5mp}} |
| * Plus on block. | | * Chains into 5MP~HK target combo |
| | * '''Cancel Hitconfirm Window:''' 15f |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+8}} oB |
| <br> | | <br> |
| The first of Rashid's two plus on block normals. 5MP is both a pressure tool and a combo tool, as it's excellent to link into and comes with a target combo. Light normals (aside from 2LK) will frame trap and link out of it for straightforward pressure.
| | One of Rashid's two medium normals with advantage on block. {{clr|M|5MP}} is a bit worse than {{clr|M|2MP}} in pressure due to its larger pushback, but it gives access to a useful launching Target Combo ({{clr|M|5MP}}~{{clr|H|HK}}) instead. This button also serves as useful combo filler after a {{clr|M|5MK}} starter. |
| | |
| | Rashid can frame trap with light normals after {{clr|M|5MP}}, but his options out of this are very limited due to his generally stubby buttons. It is a great button to use out of {{clr|DR|Drive Rush}} on both hit and block. |
| }} | | }} |
|
| |
|
Line 41: |
Line 47: |
| | title = Standing Heavy Punch | | | title = Standing Heavy Punch |
| | subtitle = | | | subtitle = |
| | input = 5HP | | | input = {{Classic_sf6}} 5HP<br>{{Modern_sf6}} A[H] |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|rashid_5hp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|rashid_5hp|caption=}} |
Line 48: |
Line 54: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_5hp}} | | {{AttackDataCargo-SF6/Query|rashid_5hp}} |
| * | | * '''Cancel Hitconfirm Window:''' 17f |
| | ** Special/{{clr|DR|DR}} cancel is delayed until after 2nd active frame |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+9}} oB |
| <br> | | <br> |
| Counter poke extraordinaire. One of Rashid's only reliable ways to combo into HK Eagle Spike, but will only do so from Drive Rush or if it connects as a Punish Counter.
| | A decent counterpoke due to its hitbox, but lacking the range to compete with some of the game's stronger buttons. This button is great in many {{clr|DR|Drive Rush}} combos, although it is too slow to combo from {{clr|M|2MK}} > {{clr|DR|DRC}} without at least a {{clr|PC|Counter-hit}} advantage bonus, or without linking into {{clr|M|5MK}} or {{clr|M|5MP}} first. |
| | |
| | Rashid has several useful cancel routes like {{clr|M|MK}}/{{clr|OD|OD}} Eagle Spike or {{clr|OD|OD Arabian Cyclone}}. With a {{clr|PC|Punish Counter}} or {{clr|DR|DR~}}{{clr|H|5HP}} starter, you gain access to {{clr|H|HK Eagle Spike's}} enormous corner carry as well. |
| }} | | }} |
|
| |
|
Line 57: |
Line 67: |
| | title = Standing Light Kick | | | title = Standing Light Kick |
| | subtitle = | | | subtitle = |
| | input = 5LK | | | input = {{Classic_sf6}} 5LK<br>{{Modern_sf6}} A[L~L] |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|rashid_5lk|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|rashid_5lk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_5lk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|rashid_5lk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_5lk}} | | {{AttackDataCargo-SF6/Query|rashid_5lk}} |
| * | | * '''Cancel Hitconfirm Window:''' 13f |
| | ** {{clr|DR|DR}} cancel is delayed until after active frames |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+4}} oH / {{sf6-adv|E|0}} oB |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| Rashid's only light normal that combos into LK Eagle Spike. Otherwise has similar utility to his light punches. | | {{clr|L|5LK}} has the most hitstun of any of Rashid's light normals, allowing it to combo into {{clr|L|214LK}}. The range is a little short, limiting Rashid's combo options; {{clr|DR|DR~}}{{clr|L|2LK}} momentum is needed to link into this from a low chain. |
| }} | | }} |
|
| |
|
Line 73: |
Line 86: |
| | title = Standing Medium Kick | | | title = Standing Medium Kick |
| | subtitle = | | | subtitle = |
| | input = 5MK | | | input = {{Classic_sf6}} 5MK<br>{{Modern_sf6}} 5M |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|rashid_5mk|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|rashid_5mk|caption=}} |
Line 80: |
Line 93: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_5mk}} | | {{AttackDataCargo-SF6/Query|rashid_5mk}} |
| * | | * 2f extra recovery on whiff |
| <br> | | <br> |
| | One of Rashid's farthest reaching pokes, this combo starter links naturally into {{clr|M|5MP}} if close enough. Without {{clr|DR|Drive Rush}} or Burnout, the block disadvantage will immediately end Rashid's pressure. |
|
| |
|
| | At max range, {{clr|M|5MK}} will not combo into anything, but on {{clr|PC|Counter-hit}} it links to itself (or {{clr|M|2MK}} if you're closer, but still too far away for {{clr|M|5MP}}) for a little extra damage. Somewhat vulnerable to {{clr|DR|Drive Impact}} since it cannot cancel, but Rashid has plenty of options to discourage random {{clr|DR|DI}} usage. |
| }} | | }} |
|
| |
|
Line 89: |
Line 104: |
| | title = Standing Heavy Kick | | | title = Standing Heavy Kick |
| | subtitle = | | | subtitle = |
| | input = 5HK | | | input = {{Classic_sf6}} 5HK<br>{{Modern_sf6}} 5H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|rashid_5hk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|rashid_5hk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_5hk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_5hk|1|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_5hk|2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_5hk}} | | {{AttackDataCargo-SF6/Query|rashid_5hk}} |
| * Launches opponents on Punish Counter. | | * {{clr|PC|Punish Counter}}: KD +49 Launch ({{sf6-jug|limited juggle}} state) |
| * Puts airborne opponents into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]]. | | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| | ** Anti-air {{clr|PC|Punish Counter}} causes opponent to fall toward Rashid for easier follow-up |
| | * Forces Stand on hit; final 2 active frames whiff on crouching opponents unless they extend a vertical hurtbox |
| | * Anti-air hitbox cannot hit cross-up |
| | * Extends a hurtbox 1f before active that is vulnerable to projectiles |
| <br> | | <br> |
| A strange-looking normal that is more useful as an anti-air than a poke. However, should it hit as a Punish Counter, it's easily confirmable into a Spinning Mixer of Rashid's choice. | | A fairly long range kick with high pushback on block; despite the frame disadvantage, most characters will struggle to take their turn back after blocking. |
| | |
| | The {{clr|PC|Punish Counter}} juggle state makes it great for whiff punishing, allowing a follow-up like {{clr|M|MP Spinning Mixer}} from almost any range. It also gives a juggle off of any airborne hit, but the upward hitbox does not truly begin until the 6th active frame; this makes it a slow but rewarding 18f anti-air if you are ready to predict the opponent's jump timing. Be careful not to attempt this from closer ranges, as Rashid can simply whiff under the opponent. |
| }} | | }} |
| | <br> |
|
| |
|
| === Crouching Normals === | | === Crouching Normals === |
Line 107: |
Line 131: |
| | title = Crouching Light Punch | | | title = Crouching Light Punch |
| | subtitle = | | | subtitle = |
| | input = 2LP | | | input = {{Classic_sf6}} 2LP<br>{{Modern_sf6}} A[L] |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|rashid_2lp|caption= Boi}} | | {{MoveDataCargoImage|imageHeight=140px|rashid_2lp|caption= Boi}} |
Line 114: |
Line 138: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_2lp}} | | {{AttackDataCargo-SF6/Query|rashid_2lp}} |
| * | | * Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}} |
| | * '''Cancel Hitconfirm Window:''' 13f |
| | ** {{clr|DR|DR}} cancel is delayed until after 2nd active frame |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+4}} oH / {{sf6-adv|M|-2}} oB |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| | * Topmost hurtbox on frames 1-7 is vulnerable only to aerial attacks, preventing its use as an anti-air |
| <br> | | <br> |
| | | Compared to {{clr|L|5LP}}, this button has worse range and startup, but compensates with less pushback and better hit advantage. The opponent is more likely to be left in throw range for a mixup between tick throw or a chained light normal. A 3-hit chain starting with {{clr|L|2LP}} can link into {{clr|L|5LK}}, which allows better combos than ending with a LP button. |
| }} | | }} |
|
| |
|
Line 123: |
Line 152: |
| | title = Crouching Medium Punch | | | title = Crouching Medium Punch |
| | subtitle = | | | subtitle = |
| | input = 2MP | | | input = {{Classic_sf6}} 2MP<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=170px|rashid_2mp|caption=}} | | {{MoveDataCargoImage|imageHeight=170px|rashid_2mp|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_2mp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|rashid_2mp|1|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|rashid_2mp|2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_2mp}} | | {{AttackDataCargo-SF6/Query|rashid_2mp}} |
| * Plus on block. | | * Anti-air hitbox on frames 7-9 (cannot hit opponents behind Rashid) |
| | * Can whiff on crouching opponents longer ranges unless they extend a vertical hurtbox |
| | * '''Cancel Hitconfirm Window:''' 16f |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+11}} oH / {{sf6-adv|VP|+8}} oB |
| <br> | | <br> |
| Rashid's other plus on block normal. Much better as an anti-air than a pressure tool, 2MP will actually connect later in its active frames depending on distance, making it more plus but disrupting some links in exchange. | | Rashid's other plus on block normal alongside {{clr|M|5MP}}. In comparison, {{clr|M|2MP}} has more active frames and less pushback, making it better as a meaty tool. It is generally worse as combo filler because it often won't connect on the first active frame, so stick with {{clr|M|5MP}} for that purpose. |
| | |
| | The anti-air hitbox is fairly low to the ground, making it difficult to time against stronger jump-ins, and it is largely ineffective against close jumps. |
| }} | | }} |
|
| |
|
Line 139: |
Line 175: |
| | title = Crouching Heavy Punch | | | title = Crouching Heavy Punch |
| | subtitle = | | | subtitle = |
| | input = 2HP | | | input = {{Classic_sf6}} 2HP<br>{{Modern_sf6}} 2H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|rashid_2hp|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|rashid_2hp|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_2hp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|rashid_2hp|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_2hp}} | | {{AttackDataCargo-SF6/Query|rashid_2hp}} |
| * | | * 2f extra recovery on whiff |
| | * '''Cancel Hitconfirm Window:''' 17f (Super) |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| | One of Rashid's better ranged pokes, despite being a little slow on startup and recovery. It can be buffered into Supers to greatly increase its damage potential, and can even be canceled on reaction if you're fast enough. |
|
| |
|
| | {{clr|H|2HP}} can be used as a punish starter into {{clr|H|5HP}}, but the high pushback will cause combos to drop outside of close range. Its best combo use is in {{clr|DR|Drive Rush}} cancels after {{clr|M|5MP}}, {{clr|H|5HP}}, or {{clr|PC|Punish Counter}} {{clr|M|2MK}}, providing the same link options without the finicky range issues. |
| }} | | }} |
|
| |
|
Line 155: |
Line 195: |
| | title = Crouching Light Kick | | | title = Crouching Light Kick |
| | subtitle = | | | subtitle = |
| | input = 2LK | | | input = {{Classic_sf6}} 2LK<br>{{Modern_sf6}} 2L |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|rashid_2lk|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|rashid_2lk|caption=}} |
Line 162: |
Line 202: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_2lk}} | | {{AttackDataCargo-SF6/Query|rashid_2lk}} |
| * | | * Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}} |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| | | Rashid's {{clr|L|2LK}} is fairly standard, allowing for chains into either LP button that can be canceled for a low-damage combo. The pushback is higher than his other lights, so he won't be able to end a combo with {{clr|L|5LK}} > {{clr|L|214LK}}, but he can still get a 3-hit combo into Spinning Mixer. When used after {{clr|DR|Drive Rush}}, Rashid can frame trap into {{clr|M|5MP}}, which also allows a quick confirm on hit. |
| }} | | }} |
|
| |
|
Line 171: |
Line 212: |
| | title = Crouching Medium Kick | | | title = Crouching Medium Kick |
| | subtitle = | | | subtitle = |
| | input = 2MK | | | input = {{Classic_sf6}} 2MK<br>{{Modern_sf6}} 2M |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=120px|rashid_2mk|caption=}} | | {{MoveDataCargoImage|imageHeight=120px|rashid_2mk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|rashid_2mk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|rashid_2mk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_2mk}} | | {{AttackDataCargo-SF6/Query|rashid_2mk}} |
| * | | * '''Cancel Hitconfirm Window:''' 13f |
| | ** {{clr|DR|DR}} cancel is delayed until after active frames |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+8}} oH / {{sf6-adv|VP|+4}} oB |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| | | Rashid's farthest reaching special cancelable move. This is an integral neutral tool as it can be useful to setup {{clr|DR|Drive Rush}} or buffered special moves. The range is on the lower end when it comes to cancelable {{clr|M|2MKs}}, but it's also one of the faster ones at 7f startup. After confirming a hit into {{clr|DR|Drive Rush}} cancel, Rashid's best link is {{clr|M|5MK}}, {{clr|H|5HP}}. If you whiff punish with {{clr|M|2MK}}, go into {{clr|H|2HP}}, {{clr|H|5HP}} instead for extra damage. |
| }} | | }} |
|
| |
|
Line 187: |
Line 231: |
| | title = Crouching Heavy Kick | | | title = Crouching Heavy Kick |
| | subtitle = | | | subtitle = |
| | input = 2HK | | | input = {{Classic_sf6}} 2HK<br>{{Modern_sf6}} 3H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|rashid_2hk|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|rashid_2hk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|rashid_2hk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|rashid_2hk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_2hk}} | | {{AttackDataCargo-SF6/Query|rashid_2hk}} |
| * | | * {{clr|PC|Counter-hit/Punish Counter}}: HKD +47 |
| | * Has juggle potential; not a Hard Knockdown when juggled into |
| | * 4f extra recovery on block (block disadvantage is fixed regardless of which active frame connects) |
| <br> | | <br> |
| | | Rashid's sweep has fairly short range and is easily punished by most characters even at max range. It is fast enough to use as an occasional whiff punish, or to punish other sweeps if the pushback allows it. It becomes a much better harassment tool against opponents in Burnout as long as they don't have a great 7f normal to punish with. |
| }} | | }} |
| | <br> |
|
| |
|
| ===Jumping Normals=== | | ===Jumping Normals=== |
Line 204: |
Line 251: |
| | title = Jumping Light Punch | | | title = Jumping Light Punch |
| | subtitle = | | | subtitle = |
| | input = j.LP | | | input = {{Classic_sf6}} j.LP<br>{{Modern_sf6}} j.L |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|rashid_jlp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|rashid_jlp|caption=}} |
Line 211: |
Line 258: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_jlp}} | | {{AttackDataCargo-SF6/Query|rashid_jlp}} |
| *
| |
| <br> | | <br> |
| | | A fast air-to-air normal for situations where other anti-airs may whiff or are too slow. |
| }} | | }} |
|
| |
|
Line 220: |
Line 266: |
| | title = Jumping Medium Punch | | | title = Jumping Medium Punch |
| | subtitle = | | | subtitle = |
| | input = j.MP | | | input = {{Classic_sf6}} j.MP<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|rashid_jmp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|rashid_jmp|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_jmp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|rashid_jmp|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_jmp}} | | {{AttackDataCargo-SF6/Query|rashid_jmp}} |
| * | | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| | * Cancelable into j.214K when used from forward jump |
| | * Shifts Rashid's hurtbox upward during startup |
| <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. |
| }} | | }} |
|
| |
|
Line 236: |
Line 284: |
| | title = Jumping Heavy Punch | | | title = Jumping Heavy Punch |
| | subtitle = | | | subtitle = |
| | input = j.HP | | | input = {{Classic_sf6}} j.HP<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|rashid_jhp|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|rashid_jhp|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_jhp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|rashid_jhp|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_jhp}} | | {{AttackDataCargo-SF6/Query|rashid_jhp}} |
| * | | * 1st hit puts airborne opponents into {{sf6-jug|limited juggle}} state |
| | * 2nd hit causes spike knockdown vs. airborne opponents |
| <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. |
| }} | | }} |
|
| |
|
Line 252: |
Line 301: |
| | title = Jumping Light Kick | | | title = Jumping Light Kick |
| | subtitle = | | | subtitle = |
| | input = j.LK | | | input = {{Classic_sf6}} j.LK<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|rashid_jlk|caption=}} | | {{MoveDataCargoImage|imageHeight=150px|rashid_jlk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_jlk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|rashid_jlk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_jlk}} | | {{AttackDataCargo-SF6/Query|rashid_jlk}} |
| * | | * Longest horizontal range of Rashid's air normals |
| <br> | | <br> |
| | | Mostly used as an air-to-air due to its long horizontal range. |
| }} | | }} |
|
| |
|
Line 268: |
Line 317: |
| | title = Jumping Medium Kick | | | title = Jumping Medium Kick |
| | subtitle = | | | subtitle = |
| | input = j.MK | | | input = {{Classic_sf6}} j.MK<br>{{Modern_sf6}} j.M |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|rashid_jmk|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|rashid_jmk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_jmk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|rashid_jmk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_jmk}} | | {{AttackDataCargo-SF6/Query|rashid_jmk}} |
| * | | * Can hit Cross-up |
| | * Shifts Rashid's hurtbox upward during startup |
| <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. |
| }} | | }} |
|
| |
|
Line 284: |
Line 334: |
| | title = Jumping Heavy Kick | | | title = Jumping Heavy Kick |
| | subtitle = | | | subtitle = |
| | input = j.HK | | | input = {{Classic_sf6}} j.HK<br>{{Modern_sf6}} j.H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|rashid_jhk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|rashid_jhk|caption=}} |
Line 291: |
Line 341: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_jhk}} | | {{AttackDataCargo-SF6/Query|rashid_jhk}} |
| * | | * Spike knockdown vs. airborne opponents when used after j.214K or 214P~4K |
| <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. |
| }} | | }} |
|
| |
|
Line 307: |
Line 357: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_walljump}} | | {{AttackDataCargo-SF6/Query|rashid_walljump}} |
| * Forced Knockdown and Counterhit state for the entire duration | | * {{FKD}} and {{clr|PC|Counter-hit}} state for the entire duration |
| | * Cannot be performed after {{clr|H|j.2HP}} or j.214K |
| * Can be done from Back or Neutral Jump if fully against the back wall | | * Can be done from Back or Neutral Jump if fully against the back wall |
| * Can also be done against a cornered opponent after a Forward Jump | | * Can also be done against a cornered opponent after a Forward Jump |
| ** Rashid will face the new direction after bouncing off wall, affecting the direction that air attacks come out | | ** Rashid will face the new direction after bouncing off wall, affecting the direction that air attacks come out |
| <br> | | <br> |
| | | While not quite as scary as its SFV counterpart, Rashid's wall jump can be used to escape the corner against unprepared opponents. Even the threat of the wall jump may cause an opponent to hesitate when anti-airing a cornered Rashid. |
| }} | | }} |
| | | <br> |
|
| |
|
| == Command Normals == | | == Command Normals == |
Line 321: |
Line 372: |
| | title = Flapping Spin | | | title = Flapping Spin |
| | subtitle = | | | subtitle = |
| | input = 6MP | | | input = {{Classic_sf6}} 6MP<br>{{Modern_sf6}} 6M |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|rashid_6mp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|rashid_6mp|1|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=140px|rashid_6mp|2|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|rashid_6mp|2|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_6mp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_6mp|1|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|rashid_6mp|2|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|rashid_6mp|2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_6mp}} | | {{AttackDataCargo-SF6/Query|rashid_6mp}} |
| * 1st hit has juggle properties. | | * 2 hits; () refers to 2nd hit startup if 1st hit whiffs |
| * 1st hit special cancels. | | ** 1st hit puts airborne opponents into {{sf6-jug|limited juggle}} state and maintains existing juggle state |
| | ** 2nd hit causes air reset when juggled into |
| | * {{clr|PC|Counter-hit/Punish Counter}} bonus advantage applies to both hits |
| | * '''Cancel Hitconfirm Window:''' 11f (1st hit only) |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+13}} oH / {{sf6-adv|VP|+7}} oB |
| | * Can be affected by Air Current on frames 3-10 (travels fullscreen) |
| <br> | | <br> |
| Rashid advances incredibly far forwards during this move. The first hit is extremely useful for Rashid's juggle combos, as it has a lot of juggle potential and special cancels. | | Rashid takes a big step forward while attacking twice. The gap between hits is quite large, so the second hit is easily interrupted if the first hit whiffs in neutral. After a whiff punish, Rashid can link into a light normal to extend the combo. This is much easier to do if there is an Air Current on the screen due to the massive range buff it receives. |
| | |
| | The most common use for {{clr|M|6MP}} is to extend juggle combos by canceling the first hit. For example, after a corner {{clr|DR|Drive Impact}} wallsplat, Rashid can juggle {{clr|H|5HP}} > {{clr|M|214MP}}, then juggling into {{clr|M|6MP}} > {{clr|H|236HP}}. There are various juggles where the height or spacing can be inconsistent, and starting with {{clr|M|6MP}} simplifies the combo. |
| }} | | }} |
|
| |
|
Line 342: |
Line 400: |
| | title = Beak Assault | | | title = Beak Assault |
| | subtitle = | | | subtitle = |
| | input = 6HP | | | input = {{Classic_sf6}} 6HP<br>{{Modern_sf6}} 6H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|rashid_6hp|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|rashid_6hp|caption=}} |
Line 349: |
Line 407: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_6hp}} | | {{AttackDataCargo-SF6/Query|rashid_6hp}} |
| * | | * Not airborne despite the hopping animation |
| | * Can be affected by Air Current on frames 4-25 (travels nearly fullscreen) |
| <br> | | <br> |
| | Rashid hops forward and comes down with an overhead elbow that is safe on block and somewhat hard to see. With perfect spacing or meaty timing it is possible to link naturally into a light normal, but this is very precise. The range boost from an Air Current makes {{clr|H|6HP}} a great surprise attack in neutral, especially if there is an active {{clr|SA|SA2}} tornado on screen. |
|
| |
|
| | When used out of {{clr|DR|Drive Rush}}, Rashid is slightly plus on block and can link into {{clr|M|5MP}} on hit, greatly increasing his damage potential. |
| }} | | }} |
|
| |
|
Line 358: |
Line 419: |
| | title = Crescent Kick | | | title = Crescent Kick |
| | subtitle = | | | subtitle = |
| | input = 6HK | | | input = {{Classic_sf6}} 6HK<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|rashid_6hk|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|rashid_6hk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_6hk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_6hk|1|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_6hk|2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_6hk}} | | {{AttackDataCargo-SF6/Query|rashid_6hk}} |
| * | | * '''Lower Body Strike Invuln:''' 7-19f (not airborne) |
| | * 3 extra recovery frames on whiff |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| | * Can be affected by Air Current on frames 6-19 (travels fullscreen) |
| <br> | | <br> |
| | A hopkick with decent range that can beat many low pokes in neutral while remaining safe on block. If spaced perfectly, it can be up to {{sf6-adv|VP|+5}} on hit and {{sf6-adv|E|0}} on block even without a {{clr|DR|Drive Rush}} enhancement. After successfully punishing a low poke, the forward movement ensures Rashid will be in range to combo into {{clr|M|5MP}}. {{clr|H|6HK}} also works well after {{clr|DR|Drive Rush}}; if the opponent uses delayed jabs to stuff attempted overheads, using {{clr|H|6HK}} instead is likely to result in a {{clr|PC|Counter-hit}}. |
|
| |
|
| | Although Rashid's lower body hurtbox disappears during the flip, this move can still lose to particularly tall lows (such as Zangief's sweep). |
| }} | | }} |
|
| |
|
Line 374: |
Line 442: |
| | title = Blitz Strike | | | title = Blitz Strike |
| | subtitle = | | | subtitle = |
| | input = j.2HP | | | input = {{Classic_sf6}} j.2HP<br>{{Modern_sf6}} j.2H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|rashid_j2hp|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|rashid_j2hp|caption=}} |
Line 381: |
Line 449: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_j2hp}} | | {{AttackDataCargo-SF6/Query|rashid_j2hp}} |
| * During Forward Jump only | | * Usable during Forward Jump or after j.214K |
| * Allows for a High/Low/Throw mixup on hit and block | | * Spike knockdown and OTG juggle state vs. airborne opponents |
| * Launches you very high on both hit on block. | | * Bounces off opponents on hit/block/parry; listed frame advantage assumes grounded connect with no air follow-up |
| * Can be cancelled into j.214K, allowing for stagger pressure on block | | ** Bounce is in a {{FKD}} state until landing |
| | ** If juggled right as Rashid lands, does not bounce; allows a meterless juggle follow-up |
| | * '''Cancel Hitconfirm Window:''' 14f (into j.214K); allows stagger pressure on block |
| | ** 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...) |
| <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. |
|
| |
|
| | Some of Rashid's most optimal juggle combos involve timing a late {{clr|H|j.2HP}} to skip the bounce animation. This is incredibly strict, but gives juggle options that would otherwise be unattainable. When performed after j.214K, Blitz Strike has more juggle potential and does not increase the opponent's juggle counter on hit. |
| }} | | }} |
|
| |
|
Line 393: |
Line 467: |
| | title = Aerial Shot | | | title = Aerial Shot |
| | subtitle = | | | subtitle = |
| | input = j.8HK | | | input = {{Classic_sf6}} j.8HK<br>{{Modern_sf6}} j.8H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|rashid_j8hk|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|rashid_j8hk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_j8hk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|rashid_j8hk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_j8hk}} | | {{AttackDataCargo-SF6/Query|rashid_j8hk}} |
| * During Neutral Jump only | | * During Neutral Jump only; puts airborne opponents into {{sf6-jug|limited juggle}} state |
| | * Shifts Rashid's hurtbox upward during startup |
| <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. |
| }} | | }} |
|
| |
|
| =====<font style="visibility:hidden; float:right">6[6]</font>===== | | =====<font style="visibility:hidden; float:right">6[6] Run</font>===== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Run | | | title = Run |
Line 412: |
Line 487: |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|rashid_66_hold|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|rashid_66_hold|caption=}} |
| ---- | | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|rashid_66_hold|caption=Run}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|rashid_66_hold}} |
| | * Cancelable into 6P/6K follow-ups on frames 18-72 |
| | * 5f recovery when stopping the run; no stopping recovery if canceled into Forward Jump |
| | * After 72f, has 18f stopping recovery for a total 90f Run duration |
| | * Rashid is in a {{clr|PC|Counter-hit}} state for the entire run animation |
| | * Can be affected by Air Current for entire duration (except 18f recovery), increasing its speed |
| | <br> |
| | By inputting a dash and holding forward, Rashid transitions to a sprint animation. Can lead to 2 possible attack follow-ups. Useful for covering large distances when Rashid has significant knockdown advantage, but {{clr|DR|Drive Rush}} is much better for approaching in neutral. |
| | }} |
| | |
| | ======<font style="visibility:hidden; float:right">6[6]~6P</font>====== |
| | {{MoveDataCargo |
| | | title = Backup |
| | | subtitle = |
| | | input = {{Classic_sf6}} 6[6]~6P<br>{{Modern_sf6}} 6[6]~6L |
| | | images = |
| {{MoveDataCargoImage|imageHeight=140px|rashid_66_hold_6p|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|rashid_66_hold_6p|caption=}} |
| ---- | | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|rashid_66_hold_6p|1|caption=}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|rashid_66_hold_6p|2|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|rashid_66_hold_6p}} |
| | * Crouching state for entire move duration; cannot hit airborne opponents |
| | * '''Upper Body Projectile Invuln:''' 1-19f (on hit, remains invuln for entire duration) |
| | * 2 hits + side switch on hit; 1 hit + no side switch on block |
| | * '''Cancel Hitconfirm Window:''' 43f (Super, on hit only) |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| | * {{clr|PC|Counter-hit/Punish Counter}} bonus advantage applies to both hits |
| | * Can be affected by Air Current on frames 1-17 |
| | <br> |
| | Rashid's Slide can be used against most standard projectiles, but will not go under fireballs near the ground like Juri's Saihasho, Terry's Power Wave, or Rashid's {{clr|OD|OD Whirlwind Shot}}. Because Rashid has to perform a forward dash and wait 20 frames to start the slide, it is not practical as a pure reaction counter. Like most slides, it can be made safe if spaced near max range. This also helps Rashid stay close after a side switch on hit, opening up [https://www.youtube.com/watch?v=2_cXe1klgTc stronger follow-up routes]. Hitting a cornered opponent keeps Rashid at point blank for even easier follow-up conversions, with no {{clr|PC|Punish Counter}} required. |
| | }} |
| | |
| | ======<font style="visibility:hidden; float:right">6[6]~6K</font>====== |
| | {{MoveDataCargo |
| | | title = Tempest Moon |
| | | subtitle = |
| | | input = {{Classic_sf6}} 6[6]~6K<br>{{Modern_sf6}} 6[6]~6M/6H |
| | | images = |
| {{MoveDataCargoImage|imageHeight=140px|rashid_66_hold_6k|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|rashid_66_hold_6k|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|rashid_66_hold|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=130px|rashid_66_hold_6k|caption=Tempest Moon 6K}} |
| ----
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|rashid_66_hold_6k_enhanced|caption=Air Current 1st hit}} |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|rashid_66_hold_6p|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|rashid_66_hold_6k|caption=}} | |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_66_hold}}
| |
| *
| |
| {{AttackDataCargo-SF6/Query|rashid_66_hold_6p}}
| |
| *
| |
| {{AttackDataCargo-SF6/Query|rashid_66_hold_6k}} | | {{AttackDataCargo-SF6/Query|rashid_66_hold_6k}} |
| * | | * '''Airborne/Throw Invuln:''' 6-21f ({{FKD}} state) |
| | * '''Cancel Hitconfirm Window:''' 30f 2-hit / 14f last hit (Super) |
| | * {{clr|PC|Counter-hit/Punish Counter}} bonus advantage applies to both hits |
| | * Applies 15% damage scaling to next hit when beginning a combo (100/85/75...) |
| | * Can be affected by Air Current on frames 1-3 (becomes Enhanced version) |
| | <br> |
| | The airborne frames of Run~6K make this useful against throw tech and low pokes, granting a link to {{clr|M|5MP}} on {{clr|PC|Punish Counter}}. This can be especially useful against opponents who wake up with {{clr|M|2MK}} to call out your shimmy attempt. However, it's unsafe on block unless it is well-spaced (or the opponent is in Burnout); canceling into {{clr|SA|SA2}} is the only other way to keep it safe. |
| {{AttackDataCargo-SF6/Query|rashid_66_hold_6k_enhanced}} | | {{AttackDataCargo-SF6/Query|rashid_66_hold_6k_enhanced}} |
| * | | * '''Airborne''' 21-36f ({{FKD}} state) |
| | * 1st hit puts opponent into {{sf6-jug|limited juggle}} OTG state |
| | * 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) |
| <br> | | <br> |
| | | The enhanced version of Run~6K is mostly used for corner carry juggles. One common route is {{clr|M|5MP}}~{{clr|H|HK}} > {{clr|OD|214PP}}, followed by Run~6K to force an OTG bounce. If the first hit doesn't connect, the move can still cause a regular knockdown. However, it's more unsafe than the non-enhanced version due to being {{sf6-adv|VM|-5}} and having lots of forward momentum. Unlike the regular version, it cannot be {{clr|SA|Super}} canceled. |
| }} | | }} |
|
| |
|
Line 439: |
Line 554: |
| | title = Side Flip | | | title = Side Flip |
| | subtitle = | | | subtitle = |
| | input = 6KK | | | input = {{Classic_sf6}} 6KK<br>{{Modern_sf6}} 6MH |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|rashid_6kk|caption=Can pass through opponents}} | | {{MoveDataCargoImage|imageHeight=180px|rashid_6kk|caption=Can pass through opponents}} |
Line 450: |
Line 565: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_6kk}} | | {{AttackDataCargo-SF6/Query|rashid_6kk}} |
| * | | * Collision box disappears frames 8-23, allowing Rashid to pass through opponent |
| | * Can be affected by Air Current on frames 2-20 (travels nearly fullscreen) |
| | * Can input 4KK/5KK/6KK follow-up on frames 19-25 |
| | * Travel Distance: 1.7 (3.62 enhanced) |
| {{AttackDataCargo-SF6/Query|rashid_6kk_kk}} | | {{AttackDataCargo-SF6/Query|rashid_6kk_kk}} |
| * | | * '''Airborne''' 11-43f ({{FKD}} state); air attacks possible on frames 22-40 |
| | * Input during 6KK; holding forward/neutral/back affects the flip distance |
| | * Can be affected by Air Current on frames 1-36 (jumps forward fullscreen) |
| <br> | | <br> |
| | Side Flip enhances Rashid's already great mobility options, giving him a side switch and multiple air trajectories to confuse the opponent. |
|
| |
|
| | With an active Air Current, Rashid gains massive distance on 6KK and on all versions of the flip. This can be useful to escape the corner or for {{clr|SA|SA2}} tornado mixups. |
| }} | | }} |
| | <br> |
|
| |
|
| == Target Combos == | | == Target Combos == |
Line 462: |
Line 585: |
| | title = Rising Kick | | | title = Rising Kick |
| | subtitle = | | | subtitle = |
| | input = 5MP~HK | | | input = {{Classic_sf6}} 5MP~HK<br>{{Modern_sf6}} A[M~M] |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|rashid_5mp_hk|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|rashid_5mp_hk|caption=}} |
Line 469: |
Line 592: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_5mp_hk}} | | {{AttackDataCargo-SF6/Query|rashid_5mp_hk}} |
| * | | * Puts opponent into {{sf6-jug|limited juggle}} state |
| | * True blockstring even at max delay |
| | * '''Cancel Hitconfirm Window:''' 49f |
| | ** Special/{{clr|DR|DR}} cancel is delayed until after 4th recovery frame |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' KD +65 oH / {{sf6-adv|P|+3}} oB |
| | * Counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| <br> | | <br> |
| | | A useful Target Combo extension from {{clr|M|5MP}}. The timing of the cancel window doesn't allow Eagle Spike to connect outside of the corner, but Rashid can use {{clr|OD|214PP}} into Run~6K for great corner carry and a follow-up juggle. The two hits of the TC are always a true blockstring, so even on a missed hitconfirm you can simply cancel to {{clr|L|236LP}} for safety on block. |
| }} | | }} |
| | <br> |
|
| |
|
| == Throws == | | == Throws == |
Line 479: |
Line 608: |
| | title = Forward Throw | | | title = Forward Throw |
| | subtitle = | | | subtitle = |
| | input = LPLK | | | input = {{Classic_sf6}} LPLK<br>{{Modern_sf6}} LM |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|rashid_lplk|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|rashid_lplk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_lplk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|rashid_lplk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_lplk}} | | {{AttackDataCargo-SF6/Query|rashid_lplk}} |
| * Punish Counter: +? HKD | | * {{clr|PC|Punish Counter}}: HKD +27 |
| | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| <br> | | <br> |
| | Rashid gets excellent knockdown advantage on his forward throw, allowing for a corner throw loop that can be mixed up with a shimmy to bait the opponent's throw tech. Each throw must be manually timed, as he has too much knockdown advantage after a dash to throw immediately. Remember that holding forward after a dash results in a Run, which will affect the throw loop setup. |
|
| |
|
| | Midscreen, the opponent is left too far away for Rashid to get oki even with {{clr|DR|Drive Rush}}. |
| }} | | }} |
|
| |
|
Line 495: |
Line 627: |
| | title = Back Throw | | | title = Back Throw |
| | subtitle = | | | subtitle = |
| | input = 4LPLK | | | input = {{Classic_sf6}} 4LPLK<br>{{Modern_sf6}} 4LM |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|rashid_4lplk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|rashid_4lplk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_4lplk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|rashid_4lplk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_4lplk}} | | {{AttackDataCargo-SF6/Query|rashid_4lplk}} |
| * Side switches | | * Side switch |
| * Punish Counter: +? HKD | | * {{clr|PC|Punish Counter}}: HKD +24 |
| | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| <br> | | <br> |
| | | After the side switch, Rashid is left far from the opponent. He can chase them down with {{clr|DR|DR~}}{{clr|H|6HK}} anywhere on the screen, which will beat wakeup buttons and leave him {{sf6-adv|P|+1}} on block. In the corner, another option is {{clr|DR|DR~}}{{clr|H|2HP}}; this has massive pushback on hit or block, but allows a link directly into {{clr|SA|SA1}}. Rashid's {{clr|DR|Drive Rush}} momentum does not carry him far enough to attempt a throw mixup even if the opponent respects these options and commits to blocking. |
| }} | | }} |
|
| |
|
Line 512: |
Line 645: |
| | title = Air Throw | | | title = Air Throw |
| | subtitle = | | | subtitle = |
| | input = LPLK (air) | | | input = {{Classic_sf6}} LPLK (air)<br>{{Modern_sf6}} LM (air) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|rashid_jlplk|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|rashid_jlplk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|rashid_jlplk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|rashid_jlplk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_jlplk}} | | {{AttackDataCargo-SF6/Query|rashid_jlplk}} |
| * Punish Counter: +? HKD | | * {{clr|PC|Punish Counter}}: HKD +27 |
| <br> | | <br> |
| | | Air Throw is a good air-to-air against close range jumps. Rashid slides on the opponent like a skateboard, taking them toward the corner. In the corner, he can get follow-up oki with {{clr|DR|Drive Rush}}, but midscreen he is left quite far away from the opponent. |
| }} | | }} |
| | <br> |
|
| |
|
| == Drive System == | | == Drive System == |
Line 529: |
Line 663: |
| | title = Drive Impact | | | title = Drive Impact |
| | subtitle = | | | subtitle = |
| | input = HPHK | | | input = {{Classic_sf6}} HPHK<br>{{Modern_sf6}} DI |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=150px|rashid_hphk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|rashid_hphk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_hphk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_hphk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_hphk}} | | {{AttackDataCargo-SF6/Query|rashid_hphk}} |
| See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] | | * '''Armor (2-hit):''' 1-27f; '''Range:''' 2.579 (1.419 movement + 1.05 hitbox) |
| | * On Hit/PC: Applies 20% damage scaling to next hit when beginning a combo |
| | * On Block: Applies 20% scaling multiplier to all follow-up hits after Wall Splat; the next attack can incur additional Starter Scaling |
| | * Combos when canceled from {{clr|PC|Punish Counter}} {{clr|H|5HP}}/{{clr|M|6MP}} (no corner wallsplat; useful for depleting Drive gauge, especially after Perfect Parry) |
| | * A blocked {{clr|DR|DI}} can combo into another {{clr|DR|DI}} if opponent is not fully cornered (Stuns if opponent has less than 1.5 Drive bars) |
| | ** This happens because a blocked {{clr|DR|DI}} is not considered a "hit" for combo purposes |
| | ** Causes both the 20% Starter and 20% Multiplier scaling to apply to the follow-up combo |
| | See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] on the Gauges page for more details. |
|
| |
|
| When cancelled from a normal, these are the important '''blockstring gaps'''; a gap of N will trade with an N-frame startup attack; [] = Burnout | | When canceled from a normal, these are the important '''blockstring gaps'''; a gap of N will trade with an N-frame startup attack; [] = Burnout |
| * - | | * {{clr|H|5HP}}: 8[4] (delay cancel to avoid Lock in Burnout) |
| | * {{clr|M|5MP}}, {{clr|M|2MP}}, {{clr|M|6MP}}: 10[6] |
| | * {{clr|M|2MK}}: 11[7] |
| | * {{clr|M|5MP}}~{{clr|H|HK}}: 14[10] |
| * Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters | | * Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters |
| | |
| | Against the following characters in Burnout: |
| | * '''JP (22K)''', frame 3 counter |
| | * '''Marisa (214K)''', frame 3 armor |
| | * '''Zangief ({{clr|H|5[HP]}})''', frame 4 armor |
| | |
| | It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun.<br>{{clr|OD|*}} Denotes a move that causes Lock on {{clr|PC|Counter-hit}}, allowing the opponent to escape a Stun by mashing on wakeup. |
| | * {{clr|DR|DR~}}{{clr|H|5HP}}{{clr|OD|*}} > delay {{clr|DR|DI}}: 1f blockstring gap prevents opponent from absorbing the hit (delay must be frame-perfect) |
| | * {{clr|DR|DR~}}{{clr|M|5MP}}{{clr|OD|*}} > {{clr|DR|DI}}: 2f blockstring gap prevents opponent from absorbing the hit |
| | * {{clr|DR|DR~}}{{clr|M|6MP}}{{clr|OD|*}} > {{clr|DR|DI}}: 2f blockstring gap prevents opponent from absorbing the hit |
| | * {{clr|DR|DR~}}{{clr|M|2MP}} > {{clr|DR|DI}}: 2f blockstring gap prevents opponent from absorbing the hit |
| | * {{clr|DR|DR~}}{{clr|M|2MK}} > {{clr|DR|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} |
| }} | | }} |
|
| |
|
Line 547: |
Line 703: |
| | title = Drive Reversal | | | title = Drive Reversal |
| | subtitle = | | | subtitle = |
| | input = 6HPHK (in blockstun) | | | input = {{Classic_sf6}} 6HPHK<br>{{Modern_sf6}} 6DI |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|rashid_6hphk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|rashid_6hphk|caption=}} |
Line 554: |
Line 710: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_6hphk}} | | {{AttackDataCargo-SF6/Query|rashid_6hphk}} |
| See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]
| | * '''Full Invuln:''' 1-22f; '''Range:''' 2.254; Armor Break |
| * '''Full Invuln:''' 1-22f; Armor Break | | * 5f extra recovery on hit; 4f screen freeze during startup |
| | {{AttackDataCargo-SF6/Query|rashid_6hphk_recovery}} |
| | * '''Full Invuln:''' 1-20f; '''Range:''' 2.254; Armor Break |
| | * 5f extra recovery on hit; no screen freeze |
| | See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]] on the Gauges page for more details. |
| }} | | }} |
|
| |
|
Line 562: |
Line 722: |
| | title = Drive Parry | | | title = Drive Parry |
| | subtitle = | | | subtitle = |
| | input = MPMK | | | input = {{Classic_sf6}} MPMK<br>{{Modern_sf6}} DP |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|rashid_mpmk|caption="Wachu gonna do?"}} | | {{MoveDataCargoImage|imageHeight=180px|rashid_mpmk|caption="Wachu gonna do?"}} |
Line 569: |
Line 729: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_mpmk}} | | {{AttackDataCargo-SF6/Query|rashid_mpmk}} |
| See [[Street_Fighter_6/Gauges#Drive_Parry|Drive Parry]] | | See [[Street_Fighter_6/Gauges#Drive_Parry|Drive Parry]] on the Gauges page for more details. |
| * Perfect Parry has only 1f recovery, and disables the opponent from canceling their attack | | * Perfect Parry: |
| * Perfect Parry vs. projectiles puts you into a fixed 11f recovery | | ** Applies a 50% damage scaling multiplier to any punish afterwards |
| | ** vs. strikes, has only 1f recovery and prevents the opponent from canceling their attack |
| | ** vs. projectiles, puts you into a fixed 11f recovery |
| }} | | }} |
|
| |
|
| =====<font style="visibility:hidden; float:right">Drive Rush (66)</font>===== | | =====<font style="visibility:hidden; float:right">Drive Rush (MPMK~66)</font>===== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Drive Rush | | | title = Drive Rush |
| | subtitle = | | | subtitle = |
| | input = 66 | | | input = {{Classic_sf6}} MPMK~66<br>{{Modern_sf6}} DP~66 |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|rashid_66|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|rashid_mpmk_66_pdr|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|rashid_66|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_mpmk_66_pdr|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_66}} | | {{AttackDataCargo-SF6/Query|rashid_mpmk_66_pdr}} |
| See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]]. Frame data shown in (parentheses) refers to the version used after Parry. | | * 1-bar version performed out of Parry |
| * Distance: | | * Startup is 1+8 immediately after successful Parry |
| **? (min, normal cancel) | | {{AttackDataCargo-SF6/Query|rashid_mpmk_66_drc}} |
| **? (min, block/movement cancel) | | * 3-bar version performed on hit/block from a cancelable normal |
| **? (max, no cancel) | | ** Can also be performed from whiffed cancelable light normals |
| * Notable Drive Rush cancel combo routes:
| | |
| **
| | See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]] on the Gauges page for more details. See Strategy page for [[Street_Fighter_6/Rashid/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]] |
| * Notable Drive Rush cancel blockstring gaps:
| | * Startup refers to minimum time before an attack can cancel the {{clr|DR|Drive Rush}} animation |
| **
| | * The first 15 recovery frames are cancelable into any attack |
| | * The final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry) |
| | * Only Normal and Command Normal attacks are enhanced with '''+4''' frame advantage and improved juggle properties |
| | * Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo |
| | ** Only applies scaling once per combo; does not apply when a {{clr|DR|Drive Rush}} enhanced attack starts the combo |
| | |
| | Distance: |
| | * 0.796 (min, cancel into immediate Throw) |
| | * 2.253 (min, earliest blocking/movement frame) |
| | * 2.998 (max, final {{clr|DR|DR}} frame) |
| }} | | }} |
| | <br> |
|
| |
|
| == Special Moves == | | == Special Moves == |
Line 601: |
Line 773: |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Spinning Mixer | | | title = Spinning Mixer |
| | subtitle = | | | subtitle = |
| | input = 236P | | | input = {{Classic_sf6}} 236P<br>{{Modern_sf6}} 236X or 6S (H) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|rashid_236lp|caption=Grounded}} | | {{MoveDataCargoImage|imageHeight=200px|rashid_236lp|caption=LP - Grounded}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=140px|rashid_236mp|caption=45 degree angle}}
| |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=140px|rashid_236hp|caption=Straight up}} | | {{MoveDataCargoImage|imageHeight=180px|rashid_236mp|caption=MP/OD - 45 degree angle}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=140px|rashid_236pp|caption=Similar angle to the MP version}} | | {{MoveDataCargoImage|imageHeight=200px|rashid_236hp|caption=HP - Straight up}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|rashid_236lp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=130px|rashid_236lp|caption=LP - Grounded}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|rashid_236mp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=90px|rashid_236mp|caption=MP - 45 degree angle}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|rashid_236hp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=130px|rashid_236hp|caption=HP - Straight up}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|rashid_236pp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|rashid_236pp|caption=}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|rashid_236pp|2|caption=OD - 45 degree angle}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_236lp}} | | {{AttackDataCargo-SF6/Query|rashid_236lp}} |
| | * 5f extra recovery on whiff |
| | * {{clr|PC|Counter-hit/Punish Counter}} bonus advantage applies through all hits (especially useful vs. {{clr|DR|Drive Impact}}) |
| | * '''Cancel Hitconfirm Window:''' 10f (Super, 1st hit) |
| | * Applies 30% damage scaling to next hit when beginning a combo (100/70/60...) |
| | * Can be affected by Air Current on frames 2-16 |
| {{AttackDataCargo-SF6/Query|rashid_236mp}} | | {{AttackDataCargo-SF6/Query|rashid_236mp}} |
| | * '''Anti-Air Invuln:''' 6-10f (cannot hit cross-up); '''Airborne''' 13-60f ({{FKD}} state) |
| | * The last 11f of landing recovery are cancelable into specials/Supers on hit |
| | * Final hit whiffs on crouch block (4f worse advantage) |
| | * '''Cancel Hitconfirm Window:''' 11f (Super) |
| | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| | * Can be affected by Air Current on frames 2-8 |
| {{AttackDataCargo-SF6/Query|rashid_236hp}} | | {{AttackDataCargo-SF6/Query|rashid_236hp}} |
| * '''Anti-Air Invuln:''' 6-??f | | * '''Anti-Air Invuln:''' 6-12f (works well vs. cross-ups); '''Throw Invuln:''' 8-10f; '''Airborne''' 8-63f ({{FKD}} state) |
| | * Can be affected by Air Current on frames 2-5 |
| | * Can lead to follow-up juggle if final hit whiffs as an anti-air |
| {{AttackDataCargo-SF6/Query|rashid_236pp}} | | {{AttackDataCargo-SF6/Query|rashid_236pp}} |
| | * '''Full Invuln:''' 1-8f; '''Anti-Air Invuln:''' 9-13f (cannot hit cross-up); '''Airborne''' 10-86f ({{FKD}} state) |
| | * 4f less landing recovery on block only; final hit whiffs on crouch block (6f worse advantage) |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| | * Can be affected by Air Current on frames 2-8 |
| <br> | | <br> |
| Spinning Mixer is Rashid's go-to special move. It's useful for ending combos, ending blockstrings, as an anti-air, and as a reversal. The usage is dependant on the version.
| | Spinning Mixer is a great special move due to its versatility; each version brings something unique to the table. |
| | |
| | |
| LP Spinning Mixer is a safe combo ending special move that ends Rashid's turn on normal block. It's plus enough on hit to provide an un-mashable strike/throw mixup and safe enough on block to be +1 in Burnout. By nature of hitting three times, it's also an extremely safe buffer in neutral as it will beat Drive Impact armor and give Rashid a short extension with the resulting counterhit.
| |
|
| |
|
| | {{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. |
|
| |
|
| MP Spinning Mixer is a consistent knockdown combo ender. It travels pretty far and gives an extension into 236PP in the corner for a small damage boost. | | {{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|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. |
|
| |
|
| HP Spinning Mixer is an extraordinary anti-air. Rashid travels straight up and is covered by a hitbox on both sides, cleanly stopping crossups and normal jumps alike.
| | {{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. |
| | |
| | |
| OD Mixer is a relatively standard reversal.
| |
| }} | | }} |
| |-| | | |-| |
Line 645: |
Line 829: |
| | title = Spinning Mixer | | | title = Spinning Mixer |
| | subtitle = | | | subtitle = |
| | input = 236P | | | input = {{Classic_sf6}} 236P<br>{{Modern_sf6}} 236X or 6S (H) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|rashid_236lp|caption=Grounded}} | | {{MoveDataCargoImage|imageHeight=180px|rashid_236lp_enhanced|caption=LP - Grounded}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=140px|rashid_236mp|caption=45 degree angle}}
| |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=140px|rashid_236hp|caption=Straight up}} | | {{MoveDataCargoImage|imageHeight=160px|rashid_236mp_enhanced|caption=MP/OD - Slight upwards angle}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=140px|rashid_236pp|caption=Similar angle to the MP version}} | | {{MoveDataCargoImage|imageHeight=200px|rashid_236hp|caption=HP - Straight up}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|rashid_236lp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=130px|rashid_236lp_enhanced|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|rashid_236mp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=100px|rashid_236mp_enhanced|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|rashid_236hp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=130px|rashid_236hp_enhanced|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|rashid_236pp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=110px|rashid_236pp_enhanced|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_236lp_enhanced}} | | {{AttackDataCargo-SF6/Query|rashid_236lp_enhanced}} |
| | * Travels fullscreen, giving combos on hit and pressure on block |
| | * {{clr|PC|Counter-hit/Punish Counter}} bonus advantage applies through all hits |
| | * '''Cancel Hitconfirm Window:''' 9f (Super, 1st 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) |
| {{AttackDataCargo-SF6/Query|rashid_236mp_enhanced}} | | {{AttackDataCargo-SF6/Query|rashid_236mp_enhanced}} |
| | * '''Anti-Air Invuln:''' 5-8f (cannot hit cross-up); '''Airborne''' 9-96f ({{FKD}} state) |
| | * '''Cancel Hitconfirm Window:''' 8f (Super) |
| | * 1 less hit (5f worse advantage) vs. crouch block |
| {{AttackDataCargo-SF6/Query|rashid_236hp_enhanced}} | | {{AttackDataCargo-SF6/Query|rashid_236hp_enhanced}} |
| | * '''Anti-Air Invuln:''' 5-11f (works well vs. cross-ups); '''Throw Invuln:''' 7-9f; '''Airborne''' 7-90f ({{FKD}} state) |
| {{AttackDataCargo-SF6/Query|rashid_236pp_enhanced}} | | {{AttackDataCargo-SF6/Query|rashid_236pp_enhanced}} |
| | * '''Full Invuln:''' 1-6f (cannot hit cross-up); '''Airborne''' 8-95f ({{FKD}} state) |
| | * 2 fewer hits (12f worse advantage) vs. crouch block |
| | * '''Cancel Hitconfirm Window:''' 99f Hit / 83f Block (j.214K); cancels on frames 67-71 after active period |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| Wind Current Spinning Mixers provide notable upgrades from the non-Wind versions. The biggest and most notable being LP Spinning Mixer, as it becomes plus on block and travels the entire length of the screen. It also hits a whopping ''8 times,'' making it relatively safe against Drive Impact. If Rashid can get a Wind Current up, the only way to prevent Rashid from getting in with this is to avoid it entirely.
| | Passing through an air current (such as {{clr|SA|SA2}}, charged 236[K], or {{clr|OD|214PP}}) powers up Spinning Mixer and gives each version more damage and improved properties. |
| }}</tabber> | | |
| | {{clr|L|Enhanced LP Mixer}} hits up to 9 times instead of 3, and allows Rashid to link {{clr|L|5LK}} > {{clr|L|214LK}} or {{clr|L|5LP}} > {{clr|M|236MP}} on hit; if the Mixer {{clr|PC|Counter-hits}}, he gets even better rewards on hit. On block, he is {{sf6-adv|P|+2}} for the strike/throw mixup. Because it hits so many times, opponents are likely to use {{clr|DR|Drive Reversal}} to knock Rashid away; if the opponent is low on meter, setting this up to make them burn out is a worthwhile endeavor. Since the {{clr|L|Enhanced 236LP}} is so powerful, it's easy to use it predictably as soon as an Air Current is available; opponents can sniff this out with a back jump and punish hard, so be sure to mix up the timing and consider occasionally baiting this jump. |
| | |
| | {{clr|M|Enhanced MP Mixer}} travels fullscreen and does almost twice as much damage as the standard version. While it's great at taking the opponent to the corner, it no longer allows a follow-up {{clr|OD|OD Mixer}} juggle. To chase down a midscreen opponent on hit, it's best to use Dash + {{clr|DR|Drive Rush}}, as Rashid may not get close enough without the Dash. |
| | |
| | {{clr|H|Enhanced HP Mixer}} is the highest damage version of Spinning Mixer. Otherwise, it is mostly the same as the standard version, and is useful if the opponent is too late jumping over a charged Whirlwind Shot or a whiffed {{clr|OD|214PP}}. Many {{clr|SA|SA2}} juggles will end with this move. |
| | |
| | At only 4f startup, {{clr|OD|Enhanced OD Mixer}} is the fastest invincible reversal in the game, though you'll rarely have the opportunity to use it in this context. It can be used to catch jumps or whiffed attacks from long range; however, the invincibility window is shortened to match the faster startup, so it's not always reliable in those situations. The main benefit of {{clr|OD|Enhanced 236PP}} is that it cancels to Arabian Skyhigh (j.214K) in mid-air, giving Rashid a high damage extension. This cancel also works on block, which may confuse the opponent enough for them to mess up their punish attempt. |
| | }} |
| | </tabber> |
|
| |
|
| =====<font style="visibility:hidden; float:right">Eagle Spike (214K)</font>===== | | =====<font style="visibility:hidden; float:right">Eagle Spike (214K)</font>===== |
Line 675: |
Line 878: |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Eagle Spike | | | title = Eagle Spike |
| | subtitle = | | | subtitle = Flying Kick |
| | input = 214K | | | input = {{Classic_sf6}} 214K<br>{{Modern_sf6}} 4S (L) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=150px|rashid_214lk|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|rashid_214lk|caption=LK Version}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=150px|rashid_214kk|caption=}} | | {{MoveDataCargoImage|imageHeight=150px|rashid_214mk|caption=MK/HK/OD Version}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|rashid_214lk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_214lk|caption=LK Version}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|rashid_214kk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_214mk|caption=MK/HK/OD Version}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_214lk}} | | {{AttackDataCargo-SF6/Query|rashid_214lk}} |
| | * '''Airborne''' 9-38f ({{FKD}} state) |
| | * '''Cancel Hitconfirm Window:''' 37f (Super, hit only) |
| | * Puts opponent into {{sf6-jug|limited juggle}} state on hit (leads to corner juggles if well spaced) |
| | * Can be affected by Air Current on frames 4-14 |
| {{AttackDataCargo-SF6/Query|rashid_214mk}} | | {{AttackDataCargo-SF6/Query|rashid_214mk}} |
| | * '''Airborne''' 12-38f ({{FKD}} state) |
| | * Puts opponent into {{sf6-jug|limited juggle}} state on hit |
| | * Can be affected by Air Current on frames 6-27 |
| {{AttackDataCargo-SF6/Query|rashid_214hk}} | | {{AttackDataCargo-SF6/Query|rashid_214hk}} |
| | * '''Airborne''' 15-44f ({{FKD}} state) |
| | * Puts opponent into {{sf6-jug|limited juggle}} state on hit |
| | * Can be affected by Air Current on frames 6-30 |
| {{AttackDataCargo-SF6/Query|rashid_214kk}} | | {{AttackDataCargo-SF6/Query|rashid_214kk}} |
| | * '''Airborne''' 12-40f ({{FKD}} state) |
| | * Puts opponent into {{sf6-jug|limited juggle}} state on hit; side switches if not in the corner |
| | * Can be affected by Air Current on frames 6-29 |
| | * Counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| <br> | | <br> |
| | Rashid flies forward with a thrusting kick, dealing solid damage and corner carry. It is a stronger combo ender than [[#Spinning_Mixer_(236P)|Spinning Mixer]], but the slow startup makes it much more restrictive to use. The {{clr|L|LK}} version is the most useful overall, as it is the most combo-friendly and can cancel to {{clr|SA|SA3}} on hit to secure a kill. The {{clr|M|MK}} and {{clr|H|HK}} versions send the opponent sliding along the ground for great corner carry, and give huge knockdown advantage that lets Rashid set up a fully charged [[#Whirlwind_Shot_(236K)|Whirlwind Shot]]. |
| | |
| | {{clr|OD|OD Eagle Spike}} can be used in combos to escape the corner and score some extra juggle damage. For the same reason, it is not always worth using midscreen, as Rashid loses any advantageous screen position he once had. |
| | |
| | All versions are massively unsafe on block; while he bounces far away, {{clr|DR|Drive Rush}} makes it trivial to punish with a strong combo. On all blocked Eagle Spikes, Rashid bounces off with a fixed recovery; this means that he cannot make the move safer by connecting on a later active frame. This does not apply on hit, as he can get better knockdown advantage on a late connect; this even allows unique juggles after a well-spaced corner {{clr|L|214LK}}, such as {{clr|L|236LP}} > {{clr|M|236MP}} > {{clr|OD|236PP}}. |
|
| |
|
| | If Eagle Spike passes through an active Air Current, it turns into the enhanced version instead. |
| }} | | }} |
| |-| | | |-| |
Line 697: |
Line 920: |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Eagle Spike | | | title = Eagle Spike |
| | subtitle = | | | subtitle = Flying Kick |
| | input = 214K | | | input = {{Classic_sf6}} 214K<br>{{Modern_sf6}} 4S (L) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=150px|rashid_214lk|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|rashid_214lk_enhanced|caption=LK Version}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=150px|rashid_214kk|caption=}} | | {{MoveDataCargoImage|imageHeight=150px|rashid_214mk_enhanced|caption=MK/HK/OD Version}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|rashid_214lk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|rashid_214lk|caption=LK Version}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|rashid_214kk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|rashid_214mk|caption=MK/HK/OD Version}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_214lk_enhanced}} | | {{AttackDataCargo-SF6/Query|rashid_214lk_enhanced}} |
| | * '''Airborne''' 8-37f ({{FKD}} state) |
| | * '''Cancel Hitconfirm Window:''' 38f (Super, hit only) |
| | * Puts opponent into {{sf6-jug|limited juggle}} state on hit |
| | * On block, bounces away with extra recovery (block disadvantage is not affected by spacing) |
| {{AttackDataCargo-SF6/Query|rashid_214mk_enhanced}} | | {{AttackDataCargo-SF6/Query|rashid_214mk_enhanced}} |
| | * '''Airborne''' 8-36f ({{FKD}} state) |
| | * Puts opponent into {{sf6-jug|limited juggle}} state on hit; great corner carry |
| | * On hit/block, bounces away on recovery (frame advantage is not affected by spacing) |
| | * {{clr|PC|Punish Counter}}: KD +113 Tumble (allows follow-up 214K) |
| {{AttackDataCargo-SF6/Query|rashid_214hk_enhanced}} | | {{AttackDataCargo-SF6/Query|rashid_214hk_enhanced}} |
| | * '''Airborne''' 8-36f ({{FKD}} state) |
| | * Puts opponent into {{sf6-jug|limited juggle}} state on hit; great corner carry |
| | * On hit/block, bounces away on recovery (frame advantage is not affected by spacing) |
| | * {{clr|PC|Punish Counter}}: KD +113 Tumble (allows follow-up 214K) |
| {{AttackDataCargo-SF6/Query|rashid_214kk_enhanced}} | | {{AttackDataCargo-SF6/Query|rashid_214kk_enhanced}} |
| | * '''Projectile Invuln:''' 7-37f; '''Airborne''' 9-37f ({{FKD}} state) |
| | * Puts opponent into {{sf6-jug|limited juggle}} state on hit; side switches if not in the corner |
| | * On block, bounces away with extra recovery (block disadvantage is not affected by spacing) |
| <br> | | <br> |
| | When enhanced by an Air Current, Eagle Spike gets extra damage, faster startup, better block advantage and more block pushback. The {{clr|L|LK}} version gets improved corner carry, putting it more in line with the higher strength versions; it can still be punished by some {{clr|SA|Supers}} and character-specific {{clr|DR|Drive Rush}} starters, so it's not completely abusable. The {{clr|M|MK}} and {{clr|H|HK}} versions (which are functionally identical to each other) are safe against most of the cast; even a move like Cammy's {{clr|SA|SA3}} will not reach for a midscreen punish. The downside is that they also bounce back fullscreen on hit, causing Rashid to lose his best follow-up oki. |
|
| |
|
| | {{clr|OD|Enhanced OD Eagle Spike}} has projectile invincibility, and is quite rewarding to land. The damage potential is higher since Rashid is not subjected to extra damage scaling like the standard version. It can be difficult to actually make use of this invincibility since it requires Rashid to set up the Air Current immediately beforehand. Walking in front of the {{clr|SA|SA2}} projectile is one of the few practical scenarios where this might be useful. |
| }}</tabber> | | }}</tabber> |
|
| |
|
Line 719: |
Line 959: |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Whirlwind Shot | | | title = Whirlwind Shot |
| | subtitle = | | | subtitle = Fireball |
| | input = 236K | | | input = {{Classic_sf6}} 236K<br>{{Modern_sf6}} 5S~6/5/4 (L/M/H) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=145px|rashid_236k|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|rashid_236k|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=160px|rashid_236kk|caption=Full Charge Shot Tornado}} | | {{MoveDataCargoImage|imageHeight=200px|rashid_236kk|caption=Full Charge Shot Tornado}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|rashid_236k|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|rashid_236k|1|caption=}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|rashid_236k|2|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|rashid_236kk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_236kk|1|caption=}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_236kk|2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_236k}} | | {{AttackDataCargo-SF6/Query|rashid_236k}} |
| | * 1-hit projectile; comes out if button is held less than 28f (total startup 17-33f) |
| | * '''Cancel Hitconfirm Window:''' 4f (Super) |
| | * '''Projectile Speed:''' 0.03 (1-2f), then {{clr|L|LK 0.10}} / {{clr|M|MK 0.07}} / {{clr|H|HK 0.04}} |
| {{AttackDataCargo-SF6/Query|rashid_236k_partial_hold}} | | {{AttackDataCargo-SF6/Query|rashid_236k_partial_hold}} |
| | * 2-hit projectile; button must be held 28-47f (total startup 34-53f) |
| | * {{clr|PC|Counter-hit/Punish Counter}} bonus advantage applies to both hits |
| | * '''Cancel Hitconfirm Window:''' 4f (Super) |
| | * '''Projectile Speed:''' 0.03 (1-2f), then {{clr|L|LK 0.10}} / {{clr|M|MK 0.07}} / {{clr|H|HK 0.04}} |
| {{AttackDataCargo-SF6/Query|rashid_236k_hold}} | | {{AttackDataCargo-SF6/Query|rashid_236k_hold}} |
| | * 3-hit projectile; button must be held 48f |
| | * {{clr|PC|Counter-hit/Punish Counter}} bonus advantage applies to all hits |
| | * '''Cancel Hitconfirm Window:''' 9f (Super) |
| | * '''Projectile Speed:''' 0.03 (1-2f), then {{clr|L|LK 0.10}} / {{clr|M|MK 0.07}} / {{clr|H|HK 0.04}} |
| | * Creates Air Current on frame 51 next to Rashid that lasts 60f and enhances many of his moves |
| {{AttackDataCargo-SF6/Query|rashid_236kk}} | | {{AttackDataCargo-SF6/Query|rashid_236kk}} |
| | * 2-hit {{clr|OD|OD}} projectile; 2nd hit puts opponent into {{sf6-jug|limited juggle}} state |
| | * Comes out if button is held less than 35f (total startup 17-40f) |
| | * '''Cancel Hitconfirm Window:''' 12f (Super) |
| | * '''Projectile Speed:''' 0.03 (1-2f), then {{clr|OD|0.09 (3f~)}} |
| | * Applies 25% damage scaling to next hit when beginning a combo; applies an extra 15% damage scaling to next attack when comboed into |
| {{AttackDataCargo-SF6/Query|rashid_236kk_hold}} | | {{AttackDataCargo-SF6/Query|rashid_236kk_hold}} |
| * Can be charged for up to two additional hits. | | * 3-hit {{clr|OD|OD}} projectile; 3rd hit puts opponent into {{sf6-jug|limited juggle}} state |
| * Partial charge can be done to increase advantage | | * Button must be held 35f |
| * Fully charged Whirlwind Shots create a tornado at Rashid's feet which lasts ? frames. | | * '''Cancel Hitconfirm Window:''' 12f (Super) |
| | * '''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) |
| | * Creates Air Current on frame 41 next to Rashid that lasts 60f 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. |
| | |
| | If well-spaced, a poke canceled into {{clr|L|236LK}} is safe on block; however, this should be used sparingly due to the threat of {{clr|DR|Drive Impact}} (see below). It takes a long time to charge to a higher level, making it risky to attempt in a blockstring or in neutral. After a knockdown with high advantage like {{clr|M|MK}}/{{clr|H|HK}} Eagle Spike, a charged Whirlwind can be used for oki, though the opponent can easily parry the projectile. If the opponent is cornered, standing at mid-range and charging a Whirlwind can work well if you mix up the strength and charge timings; if you think they may try to jump over the projectile, using a well-spaced {{clr|H|HK}} version can hit them out of the air due to its short arc. |
|
| |
|
| | The {{clr|OD|OD}} version travels fullscreen straight along the ground, and hits low enough that some anti-projectile moves cannot duck under it. There are only 2 versions of this move, so partially charging it does not enhance its properties. However, a partial charge can still be useful to create an artificial frame gap on block, which may bait the opponent into hitting a button. The threat of an early release may also convince the opponent not to hit a button when canceled from a ranged normal, allowing Rashid to get a full charge and immediate follow-up pressure. |
| | |
| | A fully charged Whirlwind Shot is the only meterless way for Rashid to create an Air Current. Setting up oki scenarios into 236[K] allows Rashid to follow up with enhanced Spinning Mixer for even more damage or block pressure. It's important to be aware of the opponent's reversal options when setting this up, however; {{clr|SA|Level 1 Supers}} will lose to the projectile release, but some {{clr|SA|Level 2 or 3 Supers}} can shut down much of Rashid's Whirlwind oki. The most common scenario to use the full charge is after a {{clr|DR|DI}} stun when the opponent is in Burnout; starting with 236[P] lets Rashid link to {{clr|OD|Enhanced OD Spinning Mixer}} for huge juggle damage. |
| | |
| | A defensive {{clr|DR|Drive Impact}} is something you must always consider when doing using charged Whirlwind Shot. The {{clr|OD|OD}} version charges fast enough that Rashid can cancel into it from medium or heavy normals to beat {{clr|DR|DI}} (but not from {{clr|M|5MP}}~{{clr|H|HK}}). In neutral, {{clr|DR|DI}} is also not a viable reaction; at worst, Rashid would get {{clr|PC|Counter-hit}} by an early {{clr|DR|DI}} rather than crumpled. Charging the meterless version is a bit more risky; there is plenty of time for the defender to hit {{clr|DR|DI}} in neutral or from a canceled poke, since only the fully charged version can break the armor. Again, this will only result in a {{clr|PC|Counter-hit}}, so it's not a tremendous risk. Rashid does have an interesting counter strategy against {{clr|DR|Drive Impact}} - he can release the Whirlwind on reaction to {{clr|DR|DI}}, and immediately cancel into {{clr|SA|SA3}} to break through the armor. |
| | |
| | All versions of Whirlwind Shot '''cannot be used if {{clr|SA|SA2}} is active''' on the screen. The active hitbox must be fully dissipated before Rashid can start inputting another projectile. |
| }} | | }} |
|
| |
|
Line 745: |
Line 1,017: |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Arabian Cyclone | | | title = Arabian Cyclone |
| | subtitle = | | | subtitle = Cyclone |
| | input = 214P | | | input = {{Classic_sf6}} 214P<br>{{Modern_sf6}} 214X or 2S (L) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|rashid_214lp|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|rashid_214lp|caption=}} |
| ----
| | {{MoveDataCargoImage|imageHeight=220px|rashid_214lp|2|caption=}} |
| {{MoveDataCargoImage|imageHeight=160px|rashid_214pp|caption=}} | |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|rashid_214lp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_214lp|1|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|rashid_214pp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_214lp|2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_214lp}} | | {{AttackDataCargo-SF6/Query|rashid_214lp}} |
| | * '''Leg Projectile Invuln:''' 15-17f |
| | * 47f total animation; cancelable into 4K or 6K Follow-ups on frames 21-22 (~6K: {{sf6-adv|VM|-5 oH}} / {{sf6-adv|VM|-13 oB}}) |
| | * {{clr|PC|Counter-hit/Punish Counter}} bonus advantage applies to both hits |
| | * '''Cancel Hitconfirm Window:''' 20f (Super) |
| | * The listed 28f recovery starts after tornado's 1st active frame, 14f recovery is after tornado dissipates |
| {{AttackDataCargo-SF6/Query|rashid_214mp}} | | {{AttackDataCargo-SF6/Query|rashid_214mp}} |
| | * '''Leg Projectile Invuln:''' 20-22f |
| | * 50f total animation; cancelable into 4K or 6K Follow-ups on frames 26-27 (~6K: {{sf6-adv|VM|-5 oH}} / {{sf6-adv|VM|-13 oB}}) |
| | * {{clr|PC|Counter-hit/Punish Counter}} bonus advantage applies to both hits |
| | * '''Cancel Hitconfirm Window:''' 19f (Super) |
| | * The listed 26f recovery starts after tornado's 1st active frame, 12f recovery is after tornado dissipates |
| {{AttackDataCargo-SF6/Query|rashid_214hp}} | | {{AttackDataCargo-SF6/Query|rashid_214hp}} |
| | * '''Leg Projectile Invuln:''' 27-29f |
| | * 1st hit puts opponent into {{sf6-jug|limited juggle}} state (Tornado will not launch grounded opponent) |
| | * 69f total animation; cancelable into 4K or 6K Follow-ups on frames 33-34 (~6K: KD +43 / {{sf6-adv|P|+1 oB}}) |
| | * '''Cancel Hitconfirm Window:''' 19f (Super) |
| | * The listed 29f recovery starts after tornado's 2nd hit occurs, 24f recovery is after tornado dissipates |
| {{AttackDataCargo-SF6/Query|rashid_214pp}} | | {{AttackDataCargo-SF6/Query|rashid_214pp}} |
| | * '''Leg Projectile Invuln:''' 20-22f |
| | * 1st hit puts opponent into {{sf6-jug|limited juggle}} state (Tornado will not launch grounded opponent) |
| | * 49f total animation; cancelable into 4K or 6K Follow-ups on frames 26-27 (~6K: KD +39 / {{sf6-adv|VM|-16 oB}}) |
| | * 4f extra recovery on block; listed recovery time starts after tornado's 1st active frame |
| | * '''Cancel Hitconfirm Window:''' 21f (Super) |
| | * 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 an Air Current on frame 53 that lasts 60f and enhances many of Rashid's moves |
| <br> | | <br> |
| | Arabian Cyclone starts with a strike, then spawns a pseudo-projectile tornado with a ton of active frames, making it an incredible meaty on the opponent's wakeup. This tornado will clash with projectiles, but acts as a strike hitbox, making it vulnerable to a reversal {{clr|SA|SA1}} from most characters, as well as a Perfect Parry with screen freeze. Each strength of the meterless Cyclone becomes progressively safer, but has slower startup that limit Rashid's safe cancel options. |
|
| |
|
| | {{clr|L|LP Cyclone}} is generally unsafe to cancel into on block, but from a ranged cancel like {{clr|M|2MK}} or {{clr|H|5HP}}, it can space out most 6f normals. It forms a true blockstring in all medium/heavy cancel routes except {{clr|M|5MP}}~{{clr|H|HK}}, where it leaves a 3f gap; opponents who are familiar with the matchup can simply delay a jab after this, stuffing a {{clr|H|214HP}} cancel while blocking the unsafe {{clr|L|214LP}}. |
| | |
| | {{clr|M|MP Cyclone}} is great in corner combos, consistently linking into {{clr|L|5LK}} > {{clr|L|214LK}}. Midscreen, the pushback causes this route to whiff from any canceled normal. It can frame trap when canceled on block from {{clr|H|5HP}}/{{clr|M|5MP}}/{{clr|M|2MP}}, and creates a potential trade combo when canceled from {{clr|M|6MP}}. If the opponent is in Burnout, a cancel from {{clr|M|2MK}} is also a frame trap, and a cancel from {{clr|M|5MP}}~{{clr|H|HK}} trades with 4f normals. Like the {{clr|L|LP}} version, a spaced out cancel is safe from any punishes. If the opponent tries to {{clr|DR|Drive Reversal}} against the last hit of {{clr|M|214MP}}, Rashid will safely block; this is a fairly common scenario, as the opponent only has a short time to input {{clr|DR|Drive Reversal}} against the first hit. |
| | |
| | {{clr|H|HP Cyclone}} can be juggled into after {{clr|M|5MP}}~{{clr|H|HK}} Target Combo for some easy meterless damage, though it won't work midscreen from a farther range {{clr|M|5MP}}. To combo on a grounded opponent, it requires a {{clr|PC|Punish Counter}} or {{clr|DR|Drive Rush}} with {{clr|H|5HP}}. On block, a cancel is always interruptible with 4f normals unless you combine {{clr|DR|Drive Rush}} advantage with Burnout's extra blockstun. If the opponent does block {{clr|H|214HP}}, Rashid can roll forward with 6K to maintain frame advantage. {{clr|H|214HP}} is uniquely weak to Perfect Parry due to its slow startup; it is also the only version that can be punished by {{clr|DR|Drive Impact}} when Perfect Parried. |
| | |
| | {{clr|OD|OD Cyclone}} is primarily a combo tool, as there is no way to use spacing or follow-ups to keep it safe. It has the same frame trap potential as the {{clr|M|MP}} version in cancels. A cancel into {{clr|SA|SA2}} can bail you out on block, as the cancel window lasts quite long for an easy hitconfirm. On hit, the juggle knockdown allows Rashid to follow-up with an enhanced Run~6K that gives tremendous corner carry. |
| | |
| | It is possible to use Arabian Cyclone in projectile wars, but the slow startup forces Rashid to throw his out preemptively. {{clr|H|HP Cyclone}} has 2 hits of durability, but is otherwise the least practical to use. {{clr|OD|OD Cyclone}} only has 1 hit of durability, which is not very useful against most other {{clr|OD|OD}} projectiles. Canceling a Cyclone into the 6K Roll can potentially allow for a punish if done early enough. |
| | |
| | It's important to know how {{clr|DR|Drive Impact}} interacts with Rashid's Cyclone blockstrings. To keep it simple: |
| | * {{clr|M|5MP}}~{{clr|H|HK}} > {{clr|L|LP Cyclone}}: Loses to {{clr|DR|DI}}; all other relevant cancels are a true blockstring |
| | * {{clr|H|5HP}} > {{clr|M|MP Cyclone}}: '''Safe to {{clr|DR|DI}}'''; other cancels are unsafe |
| | * {{clr|H|HP Cyclone}}: Breaks the {{clr|DR|DI}} armor, leaving Rashid {{sf6-adv|M|-2}} (or {{sf6-adv|P|+1}} after a Roll) |
| | * {{clr|OD|OD Cyclone}}: All blockstrings lose to {{clr|DR|DI}} |
| | It's also possible to react to {{clr|DR|DI}} with a {{clr|SA|Super}} cancel with good reactions. |
| }} | | }} |
|
| |
|
| =====<font style="visibility:hidden; float:right">Arabian Cyclone Followups (214P~4K/6K)</font>===== | | ======<font style="visibility:hidden; float:right">Wing Stroke (214P~4K)</font>====== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Arabian Cyclone Followups | | | title = Wing Stroke |
| | subtitle = | | | subtitle = Glide |
| | input = 214P~4K/6K | | | input = {{Classic_sf6}} 214P~4K<br>{{Modern_sf6}} 214X~4X or 2S~4S |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=140px|rashid_214p_4k|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|rashid_214p_4k|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|rashid_214p_4k}} |
| | * '''Airborne''' 22-61f ({{FKD}} state); cancelable into air normals/specials on frames 32-51 |
| | * Can be affected by Air Current on frames 23-47 |
| | * 6f landing recovery if no air move is used; 67f total animation |
| | * With immediate {{clr|H|j.HK}}, can glide over some delayed {{clr|DR|Drive Reversals}} (Akuma, Blanka, Cammy, Kimberly, Ryu) |
| | <br> |
| | Wing Stroke (~4K) lets Rashid perform a low-height glide into an air normal that hits overhead; the unusual look of this glide can be confusing to defend against if you're not familiar with it. It also allows meterless combo extensions after {{clr|H|214HP}} juggles, ending with a {{clr|H|j.HK}} knockdown. This gives decent meterless damage and corner carry from a midscreen Target Combo starter. |
| | |
| | The most important use for Wing Stroke is in Rashid's corner Safe Jump vs. Empty Jump mixup. Juggling into {{clr|L|214LP}}~4K at low height lets you manually time a late {{clr|H|j.HK}} that can beat reversals, or whiff it early to land for a throw. This is visually much harder to see than a standard empty jump mixup. One common route for this setup is: |
| | * Corner {{clr|M|5MP}}~{{clr|H|HK}} (no cancel), {{clr|L|214LP}} (3 hits), {{clr|M|6MP}} > {{clr|L|214LP}}~4K ... |
| | }} |
| | |
| | ======<font style="visibility:hidden; float:right">Rolling/Nail Assault (214P~6K~K)</font>====== |
| | {{MoveDataCargo |
| | | title = Rolling / Nail Assault |
| | | subtitle = Roll / Rolling Kick |
| | | input = {{Classic_sf6}} 214P~6K~K<br>{{Modern_sf6}} 214X~6X~6X or 2S~6S~6S |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=150px|rashid_214p_4k|caption=4K: Wind Stroke}} | | {{MoveDataCargoImage|imageHeight=120px|rashid_214p_6k|caption=6K: Rolling Assault}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=150px|rashid_214p_6k|caption=6K: Rolling Assault}} | | {{MoveDataCargoImage|imageHeight=200px|rashid_214p_6k_k|caption=6K~K: Nail Assault}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=150px|rashid_214p_6k_k|caption=6K~K: Nail Assault}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|rashid_214p_4k|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|rashid_214p_6k|caption=6K: Rolling Assault}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|rashid_214p_6k|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_214p_6k_k|caption=6K~K: Nail Assault}} |
| ----
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|rashid_214p_6k_k|caption=}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_214p_4k}}
| |
| * Rashid is considered airborne and recovers in the air during the move.
| |
| {{AttackDataCargo-SF6/Query|rashid_214p_6k}} | | {{AttackDataCargo-SF6/Query|rashid_214p_6k}} |
| * {{clr|LP|LP}} and {{clr|MP|MP}} version only | | * '''Upper Body Projectile Invuln:''' 5-30f; Crouching state 6-33f |
| {{AttackDataCargo-SF6/Query|rashid_214hp_6k}} | | ** Can still lose to low-height projectiles that travel along the ground |
| | * Cancelable into Nail Assault follow-up on frames 17-20 |
| | * Can be affected by Air Current on frames 8-25 |
| | * Frame Advantage when canceled from 214P on hit/block: |
| | ** {{clr|LP|214LP}}/{{clr|MP|214MP}}: {{sf6-adv|VM|-5}} oH / {{sf6-adv|VM|-13}} oB |
| | ** {{clr|HP|214HP}}: KD +43 / {{sf6-adv|P|+1}} oB |
| | ** {{clr|OD|214PP}}: KD +39 / {{sf6-adv|VM|-16}} oB |
| | ** Note: a late meaty 214P on the opponent's wakeup gives much better advantage after the roll |
| {{AttackDataCargo-SF6/Query|rashid_214p_6k_k}} | | {{AttackDataCargo-SF6/Query|rashid_214p_6k_k}} |
| * Goes under chest-level projectiles. | | * '''Upper Body Projectile Invuln:''' 1-19f; crouching state for entire move duration |
| | * On the ground, only combos naturally from {{clr|HP|214HP}}/{{clr|OD|214PP}} versions |
| | * Puts opponent into {{sf6-jug|limited juggle}} state on hit |
| | * '''Cancel Hitconfirm Window:''' 16f (Super) |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| | Rolling Assault (~6K) can be used to close the gap after a blocked {{clr|H|214HP}}, giving Rashid frame advantage. Other versions are unsafe on block but may occasionally work as a gimmick if the opponent is not expecting it. |
|
| |
|
| | If the {{clr|H|HP}} or {{clr|OD|OD}} Cyclone hits, Rashid can cancel his roll into Nail Assault to pick up the juggle, which further cancels into {{clr|SA|SA3}}. While the roll and Nail Assault can both duck under standard projectiles, it is difficult to use this as a reaction counter due to the slow startup of Arabian Cyclone. |
| }} | | }} |
|
| |
|
Line 796: |
Line 1,135: |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Arabian Skyhigh | | | title = Arabian Skyhigh |
| | subtitle = | | | subtitle = Double Jump |
| | input = j.214K | | | input = {{Classic_sf6}} j.214K<br>{{Modern_sf6}} j.214X or j.S (L) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|rashid_j214lk|caption=}} | | {{MoveDataCargoImage|imageHeight=220px|rashid_j214lk|caption=}} |
| | {{MoveDataCargoImage|imageHeight=260px|rashid_j214lk|2|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|rashid_j214lk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|rashid_j214lk|1|caption=}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|rashid_j214lk|2|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=150px|rashid_j214kk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_j214kk|3|caption=OD Follow-up on Hit}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_j214lk}} | | {{AttackDataCargo-SF6/Query|rashid_j214lk}} |
| | * '''Leg Projectile Invuln:''' 1-21f; {{FKD}} state until landing |
| | * Puts opponent into {{sf6-jug|limited juggle}} state on hit |
| | * 1st active frame only connects on juggled opponents; () refers to startup outside of combos |
| | * Can be affected by Air Current on frames 1-13 (shifts forward farther before double jump) |
| {{AttackDataCargo-SF6/Query|rashid_j214mk}} | | {{AttackDataCargo-SF6/Query|rashid_j214mk}} |
| | * '''Leg Projectile Invuln:''' 1-26f; {{FKD}} state until landing |
| | * Puts opponent into {{sf6-jug|limited juggle}} state on hit |
| | * 1st active frame only connects on juggled opponents; () refers to startup outside of combos |
| | * Can be affected by Air Current on frames 1-18 (shifts forward farther before double jump) |
| {{AttackDataCargo-SF6/Query|rashid_j214hk}} | | {{AttackDataCargo-SF6/Query|rashid_j214hk}} |
| | * '''Leg Projectile Invuln:''' 1-29f; {{FKD}} state until landing |
| | * Puts opponent into {{sf6-jug|limited juggle}} state on hit |
| | * 1st active frame only connects on juggled opponents; () refers to startup outside of combos |
| | * Can be affected by Air Current on frames 1-21 (shifts forward farther before double jump) |
| {{AttackDataCargo-SF6/Query|rashid_j214kk}} | | {{AttackDataCargo-SF6/Query|rashid_j214kk}} |
| | * '''Leg Projectile Invuln:''' 1-21f; {{FKD}} state until landing |
| | * On hit, transitions into projectile invuln divekick follow-up; puts opponent into {{sf6-jug|limited juggle}} OTG state |
| | * 1st active frame only connects on juggled opponents; () refers to startup outside of combos |
| | * Can be affected by Air Current on frames 1-13 (shifts forward farther before double jump) |
| <br> | | <br> |
| | Arabian Skyhigh is an aerial flip kick that transitions into a double jump; the trajectory of the jump depends on the button strength, with {{clr|L|LK}} being the shortest/fastest and {{clr|H|HK}} being the farthest/slowest. It can be used after a forward jump (including after a {{clr|M|j.MP}}/{{clr|H|j.2HP}} cancel) or after a 6KK~KK Front Flip. All versions have a minimum height restriction; as an example, they will not activate after a low-connect {{clr|H|j.2HP}} in juggles. This height restriction can be bypassed with a kara-canceled normal; doing this from a Tiger Knee motion requires frame perfect button inputs (e.g. 2149~{{clr|M|j.MP}}~{{clr|L|j.214LK}}). |
| | |
| | After the double jump, Rashid can use air normals on the way down. When used in air juggles, his heavy air normals ({{clr|H|j.HP}}, {{clr|H|j.HK}}, or {{clr|H|j.2HP}}) will spike the opponent downward. The {{clr|OD|OD}} version causes Rashid to perform a divekick that bounces the opponent; using a route like {{clr|SA|SA2}}, {{clr|OD|Enhanced OD Mixer}} > {{clr|OD|j.214KK}} will give Rashid enough advantage to pick up a {{clr|M|6MP}} juggle after landing. From there, he can cancel into specials like {{clr|H|HP Mixer}}, {{clr|OD|214PP}}, or {{clr|M|MP Mixer}} > {{clr|SA|SA1}}. |
|
| |
|
| | Arabian Skyhigh can be used as a throw bait, though it's fairly unrewarding to land. Use {{clr|L|j.214LK}} for this, unless you want to spend meter for {{clr|OD|j.214KK}} which deals 1080 more damage on a successful throw punish. |
| }} | | }} |
| | <br> |
|
| |
|
| == Super Arts == | | == Super Arts == |
Line 818: |
Line 1,180: |
| | title = Super Rashid Kick | | | title = Super Rashid Kick |
| | subtitle = Level 1 Super Art | | | subtitle = Level 1 Super Art |
| | input = 236236K | | | input = {{classic_sf6}} 236236K<br>{{Modern_sf6}} 236236L or 5HS or 6HS |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|rashid_236236k|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|rashid_236236k|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_236236k|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_236236k|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_236236k}} | | {{AttackDataCargo-SF6/Query|rashid_236236k}} |
| * | | * '''Strike/Throw Invuln:''' 1-15f; Armor Break |
| | * '''Airborne''' 9-35f ({{FKD}} state) |
| | * '''Drive Gauge Depletion:''' 0.5 bars (hit) / 0.25 bars (block) |
| | * 30% minimum damage scaling |
| | * Grounded hit gives a cinematic side switch with extra damage |
| | * Aerial hit does 300 less damage, no side switch, and has variable KD advantage depending on height |
| <br> | | <br> |
| | Rashid's {{clr|SA|SA1}} is an upward kick that is useful in juggles, as an anti-air, or as an invincible reversal that can help escape the corner. It has a somewhat shallow trajectory, making it weak to jumps right above him, but Rashid already has {{clr|H|236HP}} to cover this range. |
|
| |
|
| | Because the grounded version switches sides, you generally want to avoid ending a grounded combo with this Super if the opponent is near the corner. Instead, use a route that juggles into it; the positioning is worth far more than the slight damage loss. |
| | |
| | On block, Rashid bounces far away from the opponent. However, at {{sf6-adv|VM|-53}} it is still easy to punish, especially with {{clr|DR|Drive Rush}} or a forward dash into {{clr|DR|Drive Impact}}. |
| | |
| | {{clr|SA|SA1}} only does 500 damage on the first hit in the event of a trade, which can happen if Rashid runs into a projectile as he hits the opponent. |
| }} | | }} |
|
| |
|
Line 834: |
Line 1,207: |
| | title = Ysaar | | | title = Ysaar |
| | subtitle = Level 2 Super Art | | | subtitle = Level 2 Super Art |
| | input = 214214K | | | input = {{classic_sf6}} 214214K<br>{{Modern_sf6}} 214214M or 4HS |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|rashid_214214k|caption= I summon you... '''BIG WALL!'''}} | | {{MoveDataCargoImage|imageHeight=170px|rashid_214214k|caption= I summon you... '''BIG WALL!'''}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|rashid_214214k|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|rashid_214214k|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_214214k}} | | {{AttackDataCargo-SF6/Query|rashid_214214k}} |
| * Leaves a Tornado on screen after the projectile dissapates for ? frames. | | * Armor Break; no invincibility of any kind |
| | * Spawns a 5-hit Super projectile tornado; travels slowly across the screen, covering a full screen distance |
| | ** Can kick the projectile with 214P to make it travel quickly toward the opponent (even after a side switch) |
| | ** Cannot use 236K while Super is active |
| | * Puts opponent into {{sf6-jug|limited juggle}} state; listed KD/Block Advantage assumes a point blank connect |
| | * '''Drive Gauge Depletion:''' 1 bar (hit) / 0.5 bars (block) |
| | ** Distribution: 2000x5 (hit) / 1000x5 (block) |
| | * 40% minimum damage scaling; counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| | * Rashid cannot build additional Super Art gauge until the projectile hitbox has dissipated |
| | * '''Projectile Speed:''' 0.01 (starts moving on 7th active frame) |
| | ** After 214P kick: 0.06 (1-7f), 0.115 (8f~) |
| | * Creates an Air Current that lasts until 120f after Super dissipates (enhances many of Rashid's moves) |
| <br> | | <br> |
| | Rashid summons a slow-moving tornado that gives access to damaging juggles on hit and mixups on block due to the Air Current enhancement. If activating it raw in neutral, it should be done from a long distance so that the opponent cannot interrupt the startup. If Rashid is hit before the tornado spawns, it will not come out and the meter will be wasted. Because the tornado has Super priority, it cannot be dissipated with regular or {{clr|OD|OD}} projectiles. Unlike most projectiles, it also does not disappear if it ends up off-screen. |
|
| |
|
| | If the opponent attempts to Drive Reversal a button canceled into {{clr|SA|SA2}}, Rashid will get knocked down but the tornado will still punish them. Rashid can follow this up with {{clr|H|HK Eagle Spike}} from anywhere on screen, even if he Back Rises. Other juggle options are also possible after a Neutral Rise, such as {{clr|DR|Drive Rush}} into enhanced {{clr|OD|OD Spinning Mixer}} if you want to spend more meter to optimize the damage. Chun-Li's Drive Reversal will only hit once, leaving Rashid at point blank for an even easier juggle. Dhalsim's also hit once but doesn't knock down at all, giving Rashid much more combo flexibility. |
| }} | | }} |
|
| |
|
Line 850: |
Line 1,236: |
| | title = Altair | | | title = Altair |
| | subtitle = Level 3 Super Art | | | subtitle = Level 3 Super Art |
| | input = 236236P | | | input = {{classic_sf6}} 236236P<br>{{Modern_sf6}} 236236H or 2HS |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=135px|rashid_236236p|caption=}} | | {{MoveDataCargoImage|imageHeight=135px|rashid_236236p|caption=}} |
Line 856: |
Line 1,242: |
| {{MoveDataCargoImage|imageHeight=135px|rashid_236236p(ca)|caption= Smile for the camera! (Critical Art adds 500 more damage)}} | | {{MoveDataCargoImage|imageHeight=135px|rashid_236236p(ca)|caption= Smile for the camera! (Critical Art adds 500 more damage)}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|rashid_236236p|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|rashid_236236p|caption= Critical Art adds 500 more damage}} |
| ----
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|rashid_236236p(ca)|caption= Critical Art adds 500 more damage}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_236236p}} | | {{AttackDataCargo-SF6/Query|rashid_236236p}} |
| * | | * '''Full Invuln:''' 1-15f; Armor Break |
| | * '''Drive Gauge Depletion:''' 1.5 bars (hit) / 0.75 bars (block) |
| | ** Cinematic time regenerates ~1.8 Drive bars for Rashid |
| | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves |
| {{AttackDataCargo-SF6/Query|rashid_236236p(ca)}} | | {{AttackDataCargo-SF6/Query|rashid_236236p(ca)}} |
| * | | * '''Full Invuln:''' 1-15f; Armor Break |
| | * Available at 25% HP or below |
| | * '''Drive Gauge Depletion:''' 2 bars (hit) / 1 bar (block) |
| | ** Cinematic time regenerates ~1.9 Drive bars for Rashid |
| | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves |
| <br> | | <br> |
| | Rashid's {{clr|SA|SA3}} has him performing an invincible version of his {{clr|L|LP Spinning Mixer}} as he glides toward the opponent. The startup is somewhat slow, making it vulnerable to light meaties, and it's even slower at longer ranges due to Rashid's travel time. If it hits, it immediately enters a cinematic; this makes it somewhat useful against projectiles from within ~1/2 screen, as he only needs to clip an extended hurtbox to score a punish. While {{clr|SA|SA3}} is extremely invincible, the full invuln does not last through all active frames. In the event of a trade, it only deals 10 damage and Rashid may be susceptible to trade combos. |
| | |
| | Altair can be juggled into, although the slow startup means it will not work in every possible juggle route; for example, a grounded {{clr|M|236MP}} cannot cancel its landing recovery into {{clr|SA|SA3}}. Some common cancel routes include {{clr|L|236LP}} (1st hit), {{clr|M|236MP}} (1st/2nd hits), 214P, and Roll > Nail Assault. |
| | |
| | After the cinematic, Rashid can apply pressure with a {{clr|DR|Drive Rush}} starter anywhere on the screen, although he cannot throw against a reversal 4f light normal. {{clr|H|6HK}} is also a useful meterless meaty option after a regular {{clr|SA|SA3}} (but not {{clr|SA|CA}}); Rashid must walk forward slightly if using this midscreen, otherwise it will whiff on opponents that don't hit a button. |
|
| |
|
| | The biggest weakness of {{clr|SA|SA3}} is that {{clr|SA|SA2}} exists; much like Blanka, Rashid's optimal strategy is almost always to throw out {{clr|SA|SA2}} the moment he gets it. The best use case for {{clr|SA|SA3}} is to guarantee a kill in the final round or to use the extra Drive damage to put the opponent into Burnout. |
| }} | | }} |
| | <br> |
|
| |
|
| == Taunts == | | == Taunts == |
Line 873: |
Line 1,271: |
| | title = Neutral Taunt | | | title = Neutral Taunt |
| | subtitle = | | | subtitle = |
| | input = 5PPPKKK | | | input = {{classic_sf6}} 5PPPKKK<br>{{Modern_sf6}} 5LMHS+DP+A |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|rashid_5pppkkk|caption= '' "Do this... this.. and this! | | {{MoveDataCargoImage|imageHeight=160px|rashid_5pppkkk|caption= '' "Do this... this.. and this! |
| | '' It's easy as pie." ''}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|rashid_5pppkkk|1|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|rashid_5pppkkk|2|caption= '' "Do this... this.. and this! |
| '' It's easy as pie." ''}} | | '' It's easy as pie." ''}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|rashid_5pppkkk}} | | {{AttackDataCargo-SF6/Query|rashid_5pppkkk}} |
| | * Rashid's hurtbox shifts as he hops and dips during the taunt |
| | * '''Lower Body Invuln:''' 52-74f, 83-107f, 208-236f |
| | * '''Low Profile:''' 121-141f, 169-186f |
| }} | | }} |
|
| |
|
Line 885: |
Line 1,291: |
| | title = Forward Taunt | | | title = Forward Taunt |
| | subtitle = | | | subtitle = |
| | input = 6PPPKKK | | | input = {{classic_sf6}} 6PPPKKK<br>{{Modern_sf6}} 6LMHS+DP+A |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|rashid_6pppkkk|caption= '' "Hey look, just relax and have fun, alright?" ''}} | | {{MoveDataCargoImage|imageHeight=160px|rashid_6pppkkk|caption= '' "Hey look, just relax and have fun, alright?" ''}} |
Line 896: |
Line 1,302: |
| | title = Back Taunt | | | title = Back Taunt |
| | subtitle = | | | subtitle = |
| | input = 4PPPKKK | | | input = {{classic_sf6}} 4PPPKKK<br>{{Modern_sf6}} 4LMHS+DP+A |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|rashid_4pppkkk|caption= '' "Check this out! *does a flip* | | {{MoveDataCargoImage|imageHeight=160px|rashid_4pppkkk|caption= '' "Check this out! *does a flip* |
Line 903: |
Line 1,309: |
| {{AttackDataCargo-SF6/Query|rashid_4pppkkk}} | | {{AttackDataCargo-SF6/Query|rashid_4pppkkk}} |
| }} | | }} |
| | | <br> |
|
| |
|
| {{Character Subnav SF6|chara={{SUBPAGENAME}}|discord={{{discord|}}} }} | | {{Character Subnav SF6|chara={{SUBPAGENAME}}|discord={{{discord|}}} }} |